Atom Posted September 27, 2016 Share Posted September 27, 2016 (edited) Hi All, I was playing around with an open source set of forest floor meshes and put together a VEX based forest floor generator. I locked all the file nodes so the mesh geometry travels with the HIP file. The attribute wrangle runs in Detail mode so it can remember some flag states set from point to point. A random weight is generated for every point. A large percentage of the instance IDs are given to the grass items via the random weight. There are three categories. Grass, Other (rocks, mushrooms, logs) and Trees. The tree stump is a fairly ugly model so I put some code in there to make sure only one was generated per scatter area. Each item is randomly oriented as well. The objects are scattered across a dense grid that is deformed by the mountain SOP. I have not tried plugging other geo into this, but it may work. ap_instance_forest_floor.hiplc Edited September 27, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
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