When Epic Games presented the first experimental version of the PCG framework with Unreal 5.2, the excitement among UE5 users was great at first - procedural tools already existed in the Unreal world before, these were built on a blueprint or C plug-in basis, but of course they do not come close to a native PCG framework or a Houdini integration in terms of possibilities. Generating complex procedural environments was previously only possible via Houdini integration. Well-known early examples of this are titles such as Far Cry 5 or Spiderman (PS4), where gigantic maps were constructed using SideFX's procedural tools via Houdini Connect with a direct engine connection. The first question that was immediately discussed by aspiring technical artists was: Will Unreal PCG replace Houdini in the short or medium term? Will the time investment in these tools no longer be worth it?
Houdini, Blender, or Unreal? This is of course not the case, as Houdini will certainly remain an integral part of...
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