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Showing results for tags 'heighfield'.
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Hi guys! Can somebody point me which are a the steps to guide the heightfields with pyro like in this example: https://www.instagram.com/p/Cwxgh43N7GG/?img_index=5 Is there anyway to advect heightfields with pyro or they're just using the pyro sim as a mask and the shapes are just an animated noise. Thanks in advance!
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Hello! As the title says, I'm having some issues with connecting materials after importing with SOPimport in Solaris. Works with single meshes, but not with the scattering (imported with SOPimport) Do you know where should I look for the issue? Thank you!
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Hello gents, I was pointed to these forums by one of our Houdini TDs. Myself I am a texture artist/3D generalist eagerly diving into Houdini for the first time (while being in a production, as it happens). My question: So I have a piece of terrain generated by the new Height Field nodes (see attached image). Lovely. What I want, is for the mask data (the red in the 3D viewport is an example of one of the masks based on height) to drive the shader live, not through a static exported image file. As I see this problem, how do I cross that divide (from the SOP (I guess) world to the SHOP (or is it VOP) world? One suggestion I have received was to use the Attribute Promote node, to sort of flag the data I want on the geometry side, and using a Bind node on the shader side to bring that data into the shader. In reality I haven't managed to make it work. There are around 18 different attributes on the bottom most nodes - which one to flag? Is it a data conversion type problem perhaps (trying to fit a round peg into a square hole)? Or do I need to bake the HeightField into actual geometry first perhaps? Or am I looking at this the wrong way around? I sincerely hope you can help...