Ubisoft | Far Cry 5 | Houdini Connect

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(music) (soothing music) - Far Cry 5 is set in Montana, and we had this cult that has been invading this particular region, and the goals of the game, for sure, is to liberate this region from the bad guys. (soothing music) Montana, we have those really vast, open space. We have forests that are scattered through the land, in a really specific fashion. We also have big mountain range with really tall cliffs. So in this new title in the series we wanted to push the realism to the next level. To achieve that, we wanted to really be able to reproduce natural phenomena that we can observe in nature. And just to make the world more believable and more credible to the players. The overall usage of Houdini within Ubisoft Montreal has grown quite a lot. I think all major projects with open worlds are using it now. On the Far Cry brand, we have Far Cry Primal. That was from the first project to first incorporate Houdini in its work creation pipeline. Or if we just add a minor role. But with Far Cry 5 we expanded that pipeline quite a lot. The way we were using Houdini on our production is that we had the pipeline that was both relying on the Houdini and the Houdini engine. We used Houdini to produce all our tools which were generating fresh water, sands, power lines, the cliffs, generating all the biomes. Also generating fog density map and also the wall map. With Houdini engine integrated inside our game editor, all the tools were made available to the level artists. It was in constant evolution as it was being built up by the level artists. How do we manage our content when there are so many iterations like this? We wanted our content to always be coherent in the way that we wanted it from an art direction point of view. We wanted the whole pipeline to be automated but actually a step further. We had Houdini Engine running on a set of build machine. We were actually remaking the old world every night. The purpose of that is we wanted to make sure that all the users working on the project would come in in the morning and have the full world fully rebaked with fresh data all up to date. The way we were working, all the procedural inputs that were fed to Houdini and the Houdini engine for the users was all controlled within our game editor so we had a bunch of terrain data that the user could paint on the terrain. So we had to set the splines and shapes and this was all sent to Houdini via either Python script or the user would extract files on disc and Houdini would go and read and load those files for each procedural tools that we had. By automating all this with procedural tools, it really helped us relieve the workload of level artists so they can actually focus on the more important stuff and give their love and part of terrain where it's really more interesting rather than wasting time doing tedious repetitive tasks all over the large part of terrain. All our procedural recipe would make sure this part, like actually 90% of the world would always be following the rules we wanted it to. Procedural solutions that we implemented on Far Cry 5 really helped reduce the workload of the level artists and given them more time to focus on what really mattered. The procedural generation ensures us that we have actual visual coherence and consistency throughout the world. Even though the terrain was changing constantly, the rules that we wanted to apply from an art direction point of view were always in place. (soothing music)
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Channel: Houdini
Views: 23,567
Rating: undefined out of 5
Keywords: ubisoft, far cry 5, houdini, procedural, sidefx
Id: k8ChCR8vBGk
Channel Id: undefined
Length: 4min 59sec (299 seconds)
Published: Tue Jun 05 2018
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