Spaz8 Posted July 24, 2019 Share Posted July 24, 2019 (edited) I thought this would be simple but I seem to be having more trouble with this than I expected. How can I convert point or prim color (grays) values into a terrain layer mask? I have played with volume wrangle and and volume vop but seem to only get a uniform value of say prim 0 applied to the whole terrain. Edited July 24, 2019 by Spaz8 Quote Link to comment Share on other sites More sharing options...
bubblepins Posted July 28, 2019 Share Posted July 28, 2019 If you put a wrangle down that does something like this: if (@Cd.r > greyvalue[0] && @Cd.g > greyvalue[1] && @Cd.b > greyvalue[2]) { @mask = 1; //I'm not totally sure about the exact name of the attribute, but if I remember correctly I used this before } But becareful, because I believe the terrain geometry already comes with a @Cd by default on all the points/prims when you paint it, you can do a @Cd = 0; wrangle before you start painting and then do your paint, and then the above code I know my solution is kind of convoluted, but I have trouble with converting painted geometry to other stuff too. I wish I could do something in Houdini similar to UE4 when you have a master material and paint the terrain to assign different foilage. If anyone else has a better solution, please share, I would be interested in knowing. Quote Link to comment Share on other sites More sharing options...
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