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Vindrael Work Flow

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Houdini Terrain Generation

Houdini River Auto Generation

Terrain Outcome

To create the river, I drew a curve over the heightfield, then resampled and smoothed it for clean spacing and natural turns. I fed the curve and terrain into a custom Python SOP that samples height/gradient, snaps points to the surface, and iteratively shifts them downhill inside a Block Begin/End loop. A final pass of the tool refined the result, yielding a clean river spline ready for carving and width control.

I built the terrain in Houdini using three heightfield layers—main ridges/valleys, mid-scale stripes, and a smooth base—then blended them for the first pass. A local mask allowed me to add noise to an overly flat central area. Later, I used Mask By Feature to isolate remaining flat regions and introduced additional variation, removing unnatural plateaus and creating smoother, more believable mountain transitions.

From the refined river curve, I generated width data and swept it into a ribbon, then transferred these attributes to the heightfield to carve the riverbed and shape the banks. Resample and Smooth nodes cleaned transitions, producing a natural, continuous river path.

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Slope -1

Slope -2

Slope -3

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Houdini River Auto Generation

After finalizing the river spline, I used a Sweep node—driven by the width attribute—to expand the curve into a polygon ribbon, forming the river plane. I then calculated a distance-from-border value and blurred it to create a soft mask that fades from the river center toward the banks, useful for controlling bed depth and shoreline blending.

Curve Fit Terrain

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Finally, I softened the normal and recalculated the slope, ensuring the river strip reads clean, smooth, and continuous.

Houdini Final Outcome

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Depth Fade

Pixel Depth Dither

Snow

CombieNormal Sample

Slope Mask

Pivot Mask

Landscape UV

CombieNormal

Roughness

SubSurface

Water Mask

Snow Mask

Opacity Mask

To build the master automatic landscape material, I first created seventeen small material functions in UE, breaking common operations into reusable modules: opacity and distance fade, pixel dithering, slope and height masks, water and snow masks, normal blending, roughness control, subsurface colour, world-aligned UVs, and multi-layer blending, etc.

Unreal Engine Auto Material

In the master material, I simply plug these functions into the Base Color, Normal, Roughness, Opacity and other inputs as needed, which allows me to assemble rock, grass, dirt, snow and water surfaces quickly while keeping the overall shading logic consistent and easy to tweak.

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Generates world-space and landscape UVs at different scales for snow edges, water edges, variation masks and standard layers.

Rock Layer

Samples a tiling noise texture to build water-edge and snow-edge masks, with adjustable scale and intensity.

Stone Layer

Grass Layer

Dirt Layer

Unreal Engine Auto Material - (Final Landscape Material)

Each terrain layer—rock, small stones, grass, and dirt—feeds its base color, normal, UV settings, and color adjustments into a shared layer function. The layers vary mainly in scale and intensity, with grass and dirt adding tiling and depth-fade controls for smoother blending in exposed or low-slope areas.

Water Layer

Snow Layer

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Unreal Engine PCG Forest

Tyndall Effect

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The god-ray material uses UE’s volumetric cone texture with adjustable UVs and panned noise for subtle motion, with color, opacity, and depth-fade shaping its tint, intensity, and soft edges.

Dirt Layer

Stone Layer

Water Layer

Grass Layer

Snow Layer

Auto Material Effect

Using UE’s PCG, I sampled landscape data, filtered point density, and controlled spacing, then added random transforms and weighted mesh spawning to create a dense, varied forest.

The fog material combines UE’s volumetric fog texture with panned noise and depth-fade controls, with color and intensity parameters shaping a soft, adjustable fog effect.

Unreal Engine BluePrint

Fog Effect

Contact

I'm always looking for new and exciting opportunities. Let's connect.

+86 18978911207

© 2025 by Yiyi Huang (Freya). Powered and secured by Wix
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