Building a Large Scale Environment PDG Pipeline | Part 2 | Kenny Lammers | GDC 2019

Continuing from Part 1 ( – Kenny dives a bit deeper and takes a look at how to create procedural systems using PDG [Procedural Dependency Graph] in Houdini and Houdini Engine.

This gives you a more hands-on look at how to construct a pipeline for Large Scale Environments in Unity. By the end we will have built up a procedural tiled terrain system, complete with erosion, a smart foliage scattering system, and implemented a basic road to demonstrate how all these elements interact with each other.

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