apaza610 Posted June 2, 2017 Share Posted June 2, 2017 Hello everyone, I have a question please, I'm using the new terrain tools in Houdini 16, but I can't find an example of how to carve a road in the terrain, please I need any hint or example, thanks.... Quote Link to comment Share on other sites More sharing options...
Doudini Posted June 2, 2017 Share Posted June 2, 2017 A quick test I made for you. I think a better option might be to do some custom heightfield vex/vop that can give better control over the edges. 002-heightfield_road.hip 2 Quote Link to comment Share on other sites More sharing options...
apaza610 Posted June 2, 2017 Author Share Posted June 2, 2017 (edited) 3 hours ago, Doudini said: A quick test I made for you. I think a better option might be to do some custom heightfield vex/vop that can give better control over the edges. That's exactly what I needed, thanks a lot Doudini , One question more please: how did you snapped the curve to the terrain? Edited June 2, 2017 by apaza610 Quote Link to comment Share on other sites More sharing options...
Doudini Posted June 2, 2017 Share Posted June 2, 2017 Glad it has helped you I did not snap the curve to the terrain. I just turned on the C-Plane on the ground and then added a simple base curve. After that you can add more points with shift click between the lines. to move points up and down hold down shift and grab one point. This way you can put them to the approximate height of the terrain very quickly without any need for snapping. just make sure the c-plane is aligned correctly. You can also hold shift after dragging a point to a new location and that will move it upwards from the cplane too. Another method would be to automate the process with the use of a Ray SOP and project your curve onto the heightfield. The Ray SOP works with 2d volumes too. Attached an updated example with the rayproject option. Note that you can use the lift value in the ray sop to shift the curve down a bit and also use a smooth or blur sop to straighten out the curve a bit after the projection. 002-heightfield_road_withRayProject.hip 3 Quote Link to comment Share on other sites More sharing options...
apaza610 Posted June 3, 2017 Author Share Posted June 3, 2017 Thanks again Doudini, your examples are really helpful. Looks like I'll be switching all my terrain modelling to Houdini, what an amazing software backed with such a helpful community Quote Link to comment Share on other sites More sharing options...
Cyzor Posted June 3, 2017 Share Posted June 3, 2017 Though light on specifics, here's a fairly recent overview of the terrain process Ubisoft has employed with similar principles: https://80.lv/articles/procedural-world-building-in-ghost-recon-wildlands/ 1 Quote Link to comment Share on other sites More sharing options...
demonseedgfx Posted September 6, 2017 Share Posted September 6, 2017 Hi Doudini, Just wondering if you can help me with the last file you put up. I'm just starting my move to this crazy houdini world from max (Wish I had done this a long time ago). What you there I kind of understand but how could I add a second road? I tried to copy and paste the road section and merge before output also a HF Wrangle instead of merge. But not getting very good results. Also is it possible to branch from the curve? or how could I (Assuming above is possible) blend one curve into another? The second option would be better I think for texturing i.e. from road to track. Thanks Quote Link to comment Share on other sites More sharing options...
MES Posted November 5, 2017 Share Posted November 5, 2017 Hi guys! Thank you Doudini for sharing the project files!demonseedgfx I tried to add another road before the "Ray node" and merged the two roads together, that worked fine. You can just copy/past all nodes before Ray node, change the spline for the copied one and merge them. Quote Link to comment Share on other sites More sharing options...
arash_pix Posted October 30, 2018 Share Posted October 30, 2018 On 6/2/2017 at 2:24 PM, Doudini said: A quick test I made for you. I think a better option might be to do some custom heightfield vex/vop that can give better control over the edges. 002-heightfield_road.hip Good job! Quote Link to comment Share on other sites More sharing options...
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