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This value can be used to scale the UVs. It’s easy if The foam structure is scrolling faster than the river water:Because I stored where top and bottom of my cascade are, I can now filter those elements (these lines were used to generate the river-geometry), create a point in their center and copy a dummy-cube to this point which will be exchanged against a particle system in Unreal later:For the particles around the obstacles, I’m using a nice node called “Intersection Analysis” to get the intersection of obstacles and river.

Simon Trümpler (aka Simonschreibt) explained how he created the river simulation in Houdini & Unreal and shared some valuable notes.I also have a few personal game dev related projects which include my I had no idea how to bring a liquid simulation into If you want to know more about the implementation, you can watch this section of my talk “Cool Stuff with Textures”:I wanted to learn how to make a procedurally generated river for the By the way, there is another really cool Houdini river tutorial by These videos where my main foundation and helped a ton to get everything started.The terrain was super complex.

Those intersection-edges have points. The VDB nodes are presented a little differently than regular Houdini …

Now that our primitives are slightly biased inwards, we can easily tell what points are inside the cutting mesh by using a Group SOP in Bounding Object mode.

Instead, you use the underlying surface-normal and the normal of the point to calculate a local axis for each point (which points away from the spline and down the hill). PolySplit syntax looks like this:Since we used Convert Line to turn each line segment into its own primitive, we know we’re always dealing with edge 0 for each segment. The Point Wrangle code looks like this:Not too bad. This adds a more interesting feel:And since we’re talking about foam: The cascades get a simple foam texture too, which is only shown at the slope of the river (I masked this slope at the beginning with vertex colors when I was creating the spline). Next, we use the very cool Intersection Analysis SOP to get the points of intersection between the curve and the mesh. It stores basically the distance to an object into the vertex color of the river. This SOP also generates some handy attributes on each point it generates; The tricky bit here is that the PolySplit SOP has a very weird sort of syntax; it’s not really intended to be used procedurally, it’s an interface-driven tool.

:) thncx a lotI'm  a huge fan of 3D Rivers - the streams in Skyrim were one of my favorite, and now Red Ded Redemption 2 has beautiful rivers too - thanks for the detailed lookWe use cookies on this website to make your browsing experience better. These are both array attributes. Besides, since the game dev tools are brand-new, sometimes you will find bugs, anomalies in the documentation or you’ll struggle to get the output as you want it to be.But that’s a common situation for game developers, isn’t it?

Here you see me changing the spline and in the Another detail: I wanted to make the river bed darker and wet. Then, you move the points along the calculated axis a little bit (this process is documented very well in Ben’s video).The next step is to make sure, that the river does not flow upstream in case the terrain directs it to (because there’s a little hill where the river goes along).A little Python script makes sure that a spline-point is never higher in 3D space than the point before on the spline:Another nice trick for a more natural appearance is to avoid Finally, we reach a step where I contribute my own ideas: I add colors to the spline to mark where a slope is (green), where it starts (turquoise) and where it ends (red). This can be imported and used like any other asset in Unreal: Awesome tutorial. Here’s the presentation: I’d forgotten to upload the example files I builtThis is a sort of sequel to the previous post I made about handling the Houdini.env file, and about configuring environments in general. So for us to cut primitive 2, edge 0 at halfway across the primitive, our cut syntax would be The string for all the cuts can be generated in an Attribute Wrangle (detail mode) as follows:This assumes that your intersection points are in input 1, and the line to cut in input 0.

The That’s the worst of it.

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