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Everything posted by ejr32123

  1. You can! Are you having trouble doing so? this photo is from rohan dalvis tutorial. http://tutorials.cgrecord.net/2017/08/building-terrains-in-houdini-16.html
  2. as I said, the photo you are looking at is all of them combined
  3. Its colored because you are viewing RGB together. you can see the individual channels are greyscale. If you view only the red channel it will be greyscale
  4. You can save out different planes to different channels, RGBA but I don't believe you would actually use all the channels at once. For instance, if you have height saved to red channel, use the red channel for height. If you have debris mapped to blue channel, use that for adding shading to debris. I don't do this, typically. I just export a different image for each plane (as opposed to saving in different channels). Sometimes I have more planes than would fit in RGBA anyway. Slump, mesa,height,water,flow,mask, etc.
  5. the heightfield plane will provide a map to displace your terrain as it looks in houdini. I use the other maps-debris, flow, etc for shading. For instance, I might want grass or snow in the debris areas.
  6. Atom and I answered that question the other thread
  7. Are you trying to save the heightfield as geometry or are you trying to export the planes as exrs?
  8. Hey, I believe it works best to save a different image for each plane. I would set height for red, green, and blue. I would set format to RGB and ignore alpha. I would also set it to auto remap. hope this helps--
  9. have you tried set planes from sop then switched which layer your viewing to something else? you see where it says "C" in composite view? You should see other options after set planes. Maybe its viewing something from erode like debris but your on the first frame of simulation so there isn't really any data.
  10. FLIP Fluid loses volume after movement

    your collision is really thin. Also it looses volume even when it isnt moving.
  11. FLIP Fluid loses volume after movement

    I'll look at the scene later today but for me usually I have to mess with the grid scale (usually lowering it) especially when doing sims that small of a scale. Also apply particle separation helps.
  12. Setting COPS Image resolution

    is it edit > compositing settings?
  13. Hi, It was briefly mentioned in the this post but I didn't really see a solution that worked for me. https://forums.odforce.net/topic/40201-workflow-for-creating-terrain/?tab=comments#comment-193820 I seem to struggle with getting detail in areas of terrain with a steep angle. Anything else I can do just fine. Any ideas on how to improve detail in areas with large/steep slopes? edit: erosion results seem absolutely horrible on steep slopes for me. It seems I get worse muddier results with new erosion node : ( see how much detail I have on the less steep areas. thanks
  14. Flip fluid ptnum changes over time

    if you drop a visualize node and set the type to marker and attribute to id you can see each particle's id in the viewport. I do this sometimes to delete stray particles
  15. higher frequency waves [solved]

    for those who are wondering: I found out I need to adjust the speed. Lower winds create higher frequency waves. It seems to look much better than adjusting the grid size, you do not see all that tiling in the texture.
  16. Hi, I am messing around with the ocean spectrum node. If I want more smaller waves (higher frequency waves), is the best method to adjust the grid size? Is there a better way? Thanks
  17. Delete SOP making particles go crazy

    I like to add a visualize sop then set type to marker and attribute to "id" that lets you see the id number above each particle.
  18. Muzzle Flash

    blender tutorial but good idea for creating muzzle flash geometry. after creating geometry I would convert it to a volume. https://vimeo.com/15777536
  19. VEX code to create new points

    rand always produces the same results unless you have a different seed. All 100 points are getting the same seed on each axis, so every point is in the same position. I suppose you would need to vary the seed of each axis across the points.
  20. blast by particle ID

    It works now! How would I know to use @? I didn't find anywhere in the documentation that talks about using @ where hscript is used.
  21. Hello! How can I delete by particle ID in a blast/delete sop? It seems like it would just be $ID == 2 to delete particle with ID 2, or something like that. Nothing I tried worked : ( thanks
  22. blast by particle ID

    I tried @id == 1 and it doesn't work. I set the group type to point. Why would "@" work? I thought that was used for vex.
  23. selecting multiple points vex

    thanks : ) I knew it would be something simple
  24. selecting multiple points vex

    Suppose I have a line with around 10 points. I can delete a point with removepoint. if (@ptnum == 5) removepoint(geoself(),@ptnum); What if I wanted to delete two or more points? It seems I could just add "or", right? if (@ptnum == 5 || 2) removepoint(geoself(),@ptnum); However, this does not work. What would be the correct way of writing that? Thanks in advance or.hip
  25. Fx

    have you seen this? its the same idea just for fire. Good information on sourcing from moving hose.