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Showing results for tags 'mountain'.
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I take a sphere and then apply the mountain SOP to this sphere. Then I add a Copy node which is fed a point cloud from a sphere, IsoOfset, and scatter combination. Below the Copy I place a NULL node. In this Null Node I can see the total number of packed Primitives. What I would like to do is to be able to modify the Frequency Parameter on the Mountain Sop for each of the Primitives that are being Copied so that each one of the Primitives has a unique shape. I need a variety of moon rock to blast out. Without modifying them, they all look the same. Any thoughts on how I can accomplish the ability to dynamically create rocks of various shapes. Thanks in advance.
Hey Guys, I finished this project a while back. I included it in my showreel just before the FMX. If you want to see breakdowns of the scene, it's in my showreel. I also show the diversity of the shader used. The Breakdown starts at 00:40. In the bottom video you can see the WIP too. Everything but comp is Houdini. Mountain range is completely procedural. The Shader is procedural, snow amount is slope and height dependent mixed in with noise, you can determine the snow / rock bias too. The rocks under the snow is in the same shader and is controllable by reflection and displacement amount. There are three smoke sims on the left, top and right of the shot. The top one is a clustered pyro sim. In the top sim I used the velocity field to advect some particles for the snow effect. In the background the clouds are VEX Volume procedurally generated.