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Part 4 of the Desert Environment is picking up right where we left off in Part 3 inside of Houdini. At this point, I tried out a few test renders with Redshift then led me to re-evaluate my approach to the shading/texturing portion of this project.

I ended up realizing this might be best approached using Substance Painter to layer and blend our Gaea masks with Megascans texture assets. I show you how to import and organize your Megascans assets in an easy-to-use file structure, and how to begin layering them with our Gaea Masks. I also introduce a powerful Substance Filter that breaks up tiling easily in textures and large surfaces and how to use its settings to add variations to the breakup. This all then leads to a mix of surfaces which begin to give our terrain a variety of details.

In the end, I show you how to export our terrain textures out of Substance to do a quick test render inside of Houdini with Redshift to see the results. This will lay a solid foundation for the continued development of our terrain textures before moving on to scattering and generating our plant assets in the next part.

Thanks again for all the support, I hope you learned something new and enjoy this new project based environment series!

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Patreon_Tutorial_50_Desert_Environment_Part_4

This is "Patreon_Tutorial_50_Desert_Environment_Part_4" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

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