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silkey

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About silkey

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    Peon

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  • Name Paul Silcox
  • Location Bristol
  1. ... actually, just merge...
  2. Ignore me... I just noticed the 'tile' attribute.. just blast away the Low-Res and merge back together the HiRes with the tile splice. That's why I never post on forums!
  3. Hi I am trying to create a Heightfield Terrain with a single Hi-Res tile closest to the camera and as it is Houdini do this in a procedural way so that the tile can be changed dynamically, maybe linked to the camera. I am investigating doing this through a 'for each loop' but if there is an easier way I would love to know. The crop tool and the tile tools seem to be lacking an inverse toggle? I have probably missed something simple but if I work it out first I'll post the file for others anyway. It seems to me to be a useful workflow technique.
  4. ... or Height Field Project, using a sphere. The moonscape shelf tool uses this. From the distance of space these features would be relatively flat on a large planet, you might want to examine the noise functions in the MAT nodes instead? I created a moon using 'displace along normal' on a sphere.
  5. I have used the RaySop before and kept the distorted sections out of frame, you are still left with a large part of the planet in view.
  6. Thanks Davpe. I get it, it was to see numerical levels of displacement prior to render but I can see now that logic prevents it. I picked up a tip on Matt Estella's webinar last week where he suggested building systems in vops first and it worked out to be the answer.
  7. Hi there Please forgive my noob status but is there some way of passing variables from a shop node (material shader builder) back up to sops level to evaluate in the node structure? I have tried bind export but no dice. Thanks in advance.