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Far Cry 5: a world built by rules in Houdini

Breakdown

Know first: What real land looks like, Scattering by rules

This breakdown takes apart how Ubisoft Montreal filled the world of Far Cry 5 (2018), a fictional county in Montana, with cliffs, rivers, fences, power lines and forests. The team built a set of procedural tools in Houdini that rebuilt this content from the terrain every night, while artists kept reshaping the land and steering the result. The main source is the slides of a GDC 2018 talk by Étienne Carrier, a technical artist on the game, with his notes on each slide. Two more help: his post on the PlayStation Blog and detailed notes of the recorded talk by Christian Mills. What makes it a good example: the talk shows the whole pipeline, two tools in depth, and the plans the team had to change.

The whole picture

The tools run one after another, and each leaves masks for the next: gray maps that mark where something is. The water tool leaves a water mask, the road tool a road mask and the cliff tool a cliff mask. The biome tool, which places plants by the rules of each kind of land, reads them all. Running the tools and saving their results is called baking.

terrain (a heightmap) + artist inputs (curves, painted biomes)
  → freshwater → roads → fences and power lines → cliffs → biomes → fog → world map
    // each tool writes masks the next tools read
    // fog: a map of fog density; world map: the small map of the world the player opens
  → point clouds of objects, terrain textures, height layers, 2D maps, meshes
  rebuilt every night on build machines, piece by piece
PartThe problemThe answer
GoalsThe terrain kept changing for 2.5 years, and hand-placed forests went wrongContent rebuilt from the terrain by rules, automatic, deterministic
The pipelineMany tools, many artists, one huge worldHoudini tools inside the editor, run on small squares of land and every night
CliffsBig cliffs everywhere, and no way to cover them by handCliff meshes generated from the slope, with rock layers and erosion
BiomesPlants must grow where they would grow in natureEach species scores every spot of land, and the strongest wins

Further in the article

  1. Goals: content that follows the terrain
  2. The pipeline: Houdini inside the editor
  3. Cliffs from the slope
  4. Biomes: species that compete
  5. Findings
  6. What to take away
  7. Exercises
  8. Sources and further reading
  9. Test yourself