Massive Worlds Version v1.1 Features

The Massive Worlds Toolkit v1.1 – The Road and Infrastructure Update, features an extensive set of new features.



Ranging from a suite of road tools to draw realistic roads across complex terrain, a versatile bridge and tunnel tool, multi-landscape support for larger worlds, background regeneration support using the Houdini PDG task manager, and more.



Plus a range of example assets and scenes in both Unreal and Houdini to get you started making YOUR OWN TOOLS using the toolkit’s structure as a framework.

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Changelist v.1.1

A new road post-processing toolset.



Fully integrated road post processing creates traversable, controlable roads.
Managed by an Unreal Datatable and presets to ensure roads adhere to all required metrics for your game.

Blueprint Spline Road and Selection Utilities.


For fine in-engine road drawing and zone selection using in engine Blueprint Splines.

Bridges and Tunnels.


A standalone, highly configurable bridge and tunnel building tool. Can be used manually using Blueprint Road Splines, or utilize the Road Cache data to automate bridge and tunnel construction.


Including 6 different fully kitted out presets to play with.

Improved Houdini Engine Integration for Road Drawing tools.

The Road Editor tool now works better natively inside the Unreal Engine, allowing users to draw, edit and see the results of their roads inside Unreal using the Houdini Engine.

Improved Import and Export capabilities for Unreal Landscapes.

Want to preserve or import the data from a previously exported Landscape Layer ?



I’ve added an Advanced user mode allowing you to load .PNG Tile Layers directly into the PNET node instead of just Unreal Landscape Extract .bgeo files.



Plus, you can now sequence multiple landscape Edits in a row to manipulate the entire terrain without having to send it back and forth to Unreal.

New Terraforming Limits for Height Transfer Utilities.

More fine and localized control over how terrain is modified by the weighted terrain transfer utility.


Now with upward & downward terraforming limits and masking.

Custom Landscape layer support.

Create your own layers for storing landscape information, and load them using the Load Layers node.

Lossless Height-field Split and Splice editing utilities.

Combine and Split landscape Heightfields in Houdini to lower memory and computation costs. Or to enable multiple landscapes to be edited as if they were one landscape.

Custom World Offset and Multi Landscape support for Unreal 5.3.

Multiple landscapes can be used seamlessly to split the performance impact of landscapes between Unreal and Houdini. While Unreal 5.3 does support landscapes of any size, the memory load can quickly become too high to edit or export. By processing multiple landscapes and datasets, this can be mitigated into managable sets of data.



Version 1.1 supports Multi Landscapes for terrain, roads and bridges and tunnels, allowing them to seamlessly transition into one another.

Preset Utilities.

An Integrateable preset utility to save and load node configurations in any context (Houdini, Unreal and the PDG).

External PDG Cache rendering support.

Trigger processing assets in the background from other assets in Houdini & Unreal for quick recooking of key Cache data.

Biome Spawner Example (Early Release).

A new example asset that demonstrates how complex interactions between landscape layers, selection splines, roads & other caches can be used to spawn trees, rocks and other props proceduraly over the entire landscape, while avoiding obstacles.



Driven by the MW Preset Node and fully integrated with its own PDG example for easy prop regeneration from within Unreal.



The asset itself is a fully functional Prop Spawner and Loader, providing users good functionality to configure, save and load Props for a Massive Open World. While Unreal Datatables, BP splines and various Tags allow customization of pre-computed props.

Landscape Snapshot Tiles.

Landscape Snapshot Layers can now be generated by the Extract Unreal Landscape Node, allowing the user to rapidly retrieve a discardable set of Landscape layers usable by the Load Layers node.

Landscape Mesh Stamping Tool (Early Release).

Example asset designed to Terraforming landscapes under structures and roads.

Used to quickly integrate structures with the landscape and MWT road networks.


Can also double as a method to lock down landscape changes in a specific area.

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