Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht

99K views · 8 years ago · talk · intermediate · evergreen

Etienne Carrier of Ubisoft explains at Houdini HIVE Utrecht how much of Far Cry 5's world was generated procedurally. He shows tools that place terrain features, plants and other objects using rules such as slope, sun and elevation, so artists can focus on hand-crafting key locations.

HN people list it among the best talks on modern procedural generation and on how large game worlds are built with tools.

“You may enjoy this talk, the devs for Far Cry 5 procedurally generated quite a lot of their world”

5 comments from Hacker News

b
@boarnoah2022 · in “GTA 6 Confirmed”
It has its applications in a different way, tool assisted level design. Software suites like Houdini, which is something of an industry standard in VFX and gamedev can potentially leverage ML techniques. AFAIK the folks who make Houdini have talked in the past about using ML to improve their terrain heightmap modelling, improving the quality of the erosion etc... The real value add with using procedural tools to automate creating parts of large worlds (eroded terrain, placement of foliage according to rules) is that it frees up artist time to focus on hand crafting individual locations and detail into the map. There is an interesting talk from Ubisoft which talks about how they leverage tools for building their large worlds ▶ this video (slides: link)
RecommendsView on HN
r
@rayalez2019 · in “One Page Dungeon Generator”
Looks amazing! Note that the author also has a fantasy city generator: link And mansion generator: link If you're into that kind of stuff, there's a world map generator(by different author): link and this amazing tutorial on generating maps: link ---- Also, kinda relevant - awesome talks about modern procedural generation techniques(with AI, Houdini, etc): How AI will change 3D industry link Procedural world generation for Far Cry ▶ this video Procedurally generating Manhattan for Spider Man link Mindblowing talks by Anastasia Opara (using cool math, deep learning, and a lot of creativity to create crazy cool stuff) link She is the author of the most impressive procedural generation project I've ever seen: link ---- Also, I myself have made a little tutorial about procedurally generating a 3D landscape in Houdini: link
RecommendsView on HN
f
@fenwick672019 · in “The Grove 8 – Growing Trees in Blender”
You may enjoy this talk, the devs for Far Cry 5 procedurally generated quite a lot of their world, placing plants based on the ground slope, sun, whether they were under power lines, elevation etc. ▶ this video
RecommendsView on HN
t
@testcross2019 · in “Procedural World Generation of Ubisoft’s Far Cry 5”
Submitted the video to Hacker News.
RecommendsView on HN
r
@rayalez2019 · in “Procedural content generation: creating a universe (2015)”
Somewhat related(okay, not really, but still fun) - awesome talks about modern procedural generation techniques(with AI, Houdini, etc): How AI will change 3D industry link Procedural world generation for Far Cry ▶ this video Procedurally generating Manhattan for Spider Man link Mindblowing talks by Anastasia Opara (using cool math, deep learning, and a lot of creativity to create crazy cool stuff) link Procedurally generating 3D landscape in Houdini (a little tutorial I have made, can't resist sharing) link
RecommendsView on HN