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Found 7 results

  1. Hey there. I am trying to read a heightmap, do some changes to a specific area and then write it back out again. I am making it a specific area because an 8x8k heightfield seems a bit too heavy. Unfortunately, when trying to use a Composite COP Node to compose the changed area back on the original image, it leaves big black bars, freezes Houdini, or just instantly kills Houdini. On trying to export it all with the ROP File Output node, it just g ives a bake error. Could anyone have a quick peek and see if there is something obviously wrong with my setup? I imagine it is because I am new to the program and am doing something fundamentally wrong with the way I build graphs. The attached HDA needs a heightmap and that's about it. The Composite node is in [HDA]/TerrainTileOut/Output_Texture/ where it's the second last node. Thanks. Terrain_Spawner.hda
  2. Hi, I'm trying to create a terrain, which I will probably export as .hda in UE4. At the moment I want to apply a material to this heightfield, where for each layer mask I want to apply textures and additive color layers, or more materials with relative textures for each mask (for example. slope mask-> material with texture1(base color, specular, roughness), curvature mask -> material2 with texture2(base color, specular, roughness) etc...). I tried to: - use the heightfield_quickshade node, but it allows me to add only four textures; I tryed to create two heightfield_quickshade node but I can't merge these nodes; - use more materials but I don't know to associate them all at the same heightfield; Can someone help me to understand or give an example of how I can associate these masks with more than four textures which include(specular, roughness, normal...) and in case other masks as additive color layers, please? I attached my file Heightfield_UE4.hipnc
  3. How to view heightfield collision

    Hey, I am using a heightfield as a collision. However, when I try to view the collision by turning on show guide geometry, nothing shows. Is this normal? I want to point out that the collision works, I just cant see it. thanks
  4. Hi, In building a terrain, I used Entagma's tutorial on live rendering of Heightfields in Houdini using Redshift: The issue I'm running into is that my UV's are now super stretched on the terrain from using displacement on a grid. My terrain is huge, like 8,600 units across square. If I convert to polygons, it's pretty heavy. I'm trying to figure out the best workflow that will allow me to have the detail I need, but not be so polygon heavy. Would exporting out some lower resolution geo for rendering along with a baked displacement map be a good option? I need to be able to somehow edit the UVs as well so they are not stretched on my terrain texture. Any help would be appreciated. Jim
  5. Hi, I have my heightfield exporting from Houdini into Unreal without any issues, but I can't seem to find any info on how to export the landscape holes. I can set the hole material, but not the actual hole itself. Does anyone know how, or can point me in the right direction? Thanks, Dave
  6. Hi - I'm struggling to find a tutorial that explains the workflow for exporting a large heightfield terrain as tiles. I'm unsure where I would use a tilesplit/splice node for example - before or after my erode node? If I have a large terrain with many voxels, the erode takes a lot of memory. Can I use a tile split node before the erode to make the computation less demanding per tile, and somehow iterate over the individual tiles, exporting each tile's maps along the way? If I try to compute the erode on a very large terrain all at once, my pc runs out of memory. I would really appreciate any tips, links or advice you might be able to offer on appropriate workflows for working with large terrains and exporting tiled maps. Thank you Bryan
  7. Heightfield Tile

    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.
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