Let’s finish up our Scatter HDA and get some VEX code in place to handle the data on the points, so we are instantiating foliage in Unity. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

Let’s start our Scatter HDA by getting the basic tool setup hooked into our TOP network. We will also get a few items setup in the HDA’s Type Properties. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

Now that we have the HAD which is responsible for the texturing of the terrain, let’s get it hooked into the TOP network so it is producing the textures for our terrain inside of Unity. This lesson is part of a larger collection of tutorials which you can access hereRead More →

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