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Found 29 results

  1. Paint splash via heightfields?

    Hey guys, Been trying to wrap my head to do this cool effect by Fernando Magalhães for Future Deluxe, asked him thinking it was flip, but he told me it was heightfields, any thoughts? Here are some failed attemps I did: Any info would be great! Thanks!
  2. Hi guys, I have a pretty straightforward question but can't seem to find a simple solution to it. I have a large heightfield grid and I want to crop a section with a Box using the heightfield_crop node. Which gives me the attached image. All great, but I would love to be able to do the inverse of this selection using the same box. That way whatever is inside the box, I can upres and the rest can stay at a lower resolution. The crop node doesn't seem to have our usual "Mix Method" options. A few things I tried was to do an extrude of the box and inverse the crop object itself but that didn't work because the bounding box stays a solid shape regardless of what's inside. Tried to convert to volumes and subtract with a volume mix, no luck either. Let me know what are your thoughts, I am pretty new to HeightFields so i might be missing a handy node that does exactly what I want. Sounds straightforward enough.. Thank you for your time.
  3. Scatter crash

    I came across a problem with heightfield scatter. The houses, that I want to copy to points are weirdly broken. Maybe it's the wrong way to create copies on the heightfield. Can you recommend a solution to this problem? cause I'm running out of ideas...Thank you! Heightfield_scatter_problem.hipnc
  4. hi guys,i encounter a trouble about heightfield,i want to add detail on the verticle side of the cliff,i plug a mask and noise but it do not effect the cliff.attatch the file hip and screen shot below. may you kind would give some tips. regrads mic Terrain_Mic.hip
  5. Using Erode layers as a mask

    I'm still fairly new to houdini but with my current project I'm looking for a way to use the heightfield erode nodes layers such as bedrock or something out of a COP2 network as a mask to scatter points over (then the points used to scatter trees and rocks, etc). Had a search of the forum but couldn't find anything. Thanks!
  6. Issue in RGBA Heightfield Export

    Hello, when exporting an image from the Heightfield Output node, when the .tga image is set to RGBA, the non-alpha channels are sorta polluted by the alpha. On the left, a direction mask, works fine, when exported into an 8 bit RGB tga. When I put the output node to RGBA and put something like sediments in the alpha, it affects the green channel (where the direction mask is stored), and there are no values of gray left, only pure black and white. Changing which layer is put in the alpha affects how the other three channels get polluted. Is there an option I'm missing? Is there a way to export an image in RGBA without getting unwanted results in the R, G and B channels? Thank you
  7. Hey there, first poster speaking So i have a id map of a landscape (an example is in the attachments) and i wanna get terrain masks defined by each color (green for grass, blue for water and so on). so i somehow need to transfer the textures's Cds to the heightfield to sample them, but i cant figure out how... :S in the end i would like to just define a color and the wrangle spits out a mask. sounds really basic but i have no experience using volumes. did research way too long for this, for something which surley could be done in minutes :S would really appreciate any help!
  8. I have a heightfield as part of an HDA that is remapped. If I manually press "Compute Range" in the Heightfield Remap sop it works.... but I need to do it from an HDA processor inside Tops. I promoted the "Compute Range" parameter (button) on the HDA. It works. Then I get it inside Tops HDA Processor via the Update HDA Parameter button... BUT in there it comes as a checkbox. If I check the checkbox it does nothing. How does one enable Compute Range from inside an HDA Processor node in tops? If not, is there a way in vex to the the min and max for the voxels of the heightfield? Thanks
  9. In normal way, we can use following code to operate layers in heightfield. @height += 0.5; @mask = 1; But how to access layer info through variable? string layer_name = "height"; @layer_name = 1; // doesn't work Thanks.
  10. The erosion node is the last on the network graph and every time I reopen the file everything starts recalculating. I've already frozen the erosion node on the frame I want, but I would like to store the result of the node on disc and reload it to continue from there. Any idea which node to use to cache the erosion? (up till now the terrain is a volume, not yet converted to polygons.
  11. Is it possible in Houdini to export the terrain mesh in tiles?
  12. I draw a mask, but I need to be precise, I cover more than I need and I need to erase part of the mask, how do I erase just the extra part (turn the brush into eraser)?
  13. Dear community, I am currently playing around with heightfields in H17 and would like to create a little island for Unreal or Unity3D. I am using the erosion filter to generate shape-features as well as water and debris masks. I really like the distribution of water areas for rivers and lakes. However, except for distributing fluid-particles around these regions and performing heavy simulations which I could bake to meshes, I am out of ideas. Especially in non-planar areas I don't know any technique that would create realistic water surfaces. For a game-engine I would usually just need the top surface parts of the water. Does anybody have an idea on how to achieve that? I am thankful for any feasible approach or idea. Best wishes, Nicolas
  14. Hi, something happened to my heightfields(or Houdini) now I see them as flat rectangles with displacement texture. (I can see my heightfield/terrain in 'no_lights', but if I switch to any other light mode it is flat) How can I undo that? ps: If I convert it by 'Heightfield_Convert' it works though
  15. How do I get out as an image the texture I created with heightfield quickshade?
  16. Just the default terrain of Houdini default erosion, increased resolution to 4k, exported and I get consistently (3 times) pixelated lines in the heightfield, I can see them when I import in any software (World Machine...) I attach the file and the heightfield output. Do you get the same thing? terrain exports ugly pixelated lines.hiplc
  17. Can I create or import a rectangular heightfield and export it as a rectangle not a square?
  18. Tried to export a heightfield of a terrain in greyscale using cop2net and sop import but I get individual elements (height, water, debris, sediment...). 1. How do I get the full terrain out of it? 2. How do I even get these individual elements out? You've guessed it, I'm new to Houdini.
  19. Heightfield Isolines?

    I'm meddling with Heightfields and one thing that seems to be missing int the workflow and amazed me in 3DSMax Forest plugin is the convert masks to curves. Is there a way to create isolines in Houdini from either @height or @mask? I'm looking into creating road/river/track networks into terrain so if there's any good reference to follow let me know, thanks. For now I'm just generating them irrespective of the heightfield.
  20. Hi, Im new to Arnold for Houdini and was wondering why Heightfields do not render inside Arnold. Do I realy need to convert them? Also packet primitives doesnt seems to work. Are there any work arounds if you need to scatter alot of vegetation? Thnx
  21. Workflow for creating terrain I am trying to create a realistic mountain terrain, but I can't find many resources on it. There is Alex Dracott's "Generating HeightField Terrain Textures" and "GDC 2017 - Houdini 16 Terrain Tools" but it leaves me with some questions that you guys maybe have the answer to. When I look at Alex Dracott, and other artists terrains, it looks like the vertical side of the mountains is texturered very nice, but how is this possible? The vertical sides of a hightfield will always have very low resolution, because the UV's a projected down on the surface in the Y direction. One though I had, was to create the UV's based on the quads that make up the heightfield, but this will involve some kind of remeshing, because the mesh also are scaled (Stretched). Extreme example of UV stretching <stretched_uvs.PNG> Another thing is the texturing. In Alex Dracott's video, he uses cop to create colored noise from masks and applies them back as textures, but what is the practice for texturing a big terrain with textures/materials? I have been playing around with substance painter, and projection, to "draw" materials, is there another way? Is it normal to export the heightfield mask and generate materials in a more procedural way via substance designer, for these big areas, or it more common to create the material from scratch without any masks in something like substance designer? And last, is it normal to create some kind of LOD system for such a project, or using UDIMS, to get the details we want when getting near curtain areas of the terrain? Maybe I am lost, and not even near what a real world workflow looks like, but I am sure that someone on the forum has experience with this.
  22. Is it possible to create a custom heightfield mask with my own name? It seems to me that only the predefined mask names (mask, height, water, debris...) is possible to reference, when working with heightfields? If I wanna create 3-4 different grass masks, for texture splat mapping later, it would be nice to be able to create these mask (grassMask1, grassMask2....) It's going to be used for working with them in COP, but also export them, for later use when create the final materials
  23. 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
  24. 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
  25. 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
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