reeson Posted February 11, 2019 Share Posted February 11, 2019 Hey guys. Is there a way to use heightfield erode on a geometry or VDB. Let's say if I have a box, and I would like to apply erosion, how would I do that? Cheers! Quote Link to comment Share on other sites More sharing options...
anicg Posted February 11, 2019 Share Posted February 11, 2019 (edited) If you treat it as part of a heightfield you can erode it, then get it out as a polygon (printscreen and hip file attached): eroded box.hiplc Edited February 11, 2019 by anicg 1 Quote Link to comment Share on other sites More sharing options...
reeson Posted February 11, 2019 Author Share Posted February 11, 2019 Thank you. I was looking into heightfield project node, but what if you want to erode a more complex geo, like this cube? Quote Link to comment Share on other sites More sharing options...
anicg Posted February 11, 2019 Share Posted February 11, 2019 If you are trying to make a rock maybe this could help: 1 Quote Link to comment Share on other sites More sharing options...
reeson Posted February 11, 2019 Author Share Posted February 11, 2019 Thanks! I will try do apply this onto the cube, and the try to erode it the way anicg showed. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted July 5, 2020 Share Posted July 5, 2020 The Height project sample some ray to the geo, you have few options so i will "catch" to direct the raycasting but obviously it will not work great for small concav/convex in between are, it's mainly design shape roughly the big mass of your landscape or blends asset done in sop or whatever. * You would have to write in VEX an erosion algorithm . * Run different sim in houdini FX like rain, wind to affect the topology of your model... * You could consider to loop split/slice your model , project each and try to combine all. * Unfolding each big planar sector or your model , project , do your heightfield erosion, convert it back to surface sop and reverse the unfolding. * Or... Open zbrush and apply few brush strokes and get back to houdini without telling anyone but off course it s not procedural I don't know a trivial solution, maybe some other people have other idea, there are a bunch of really great smart minds here so ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
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