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anicg

Ground, ground, ground, ... and ground again

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How do you go about ground, not large scale terrains. Imagine you are in front of a beautiful landscape, and you look down at your feet, the ground you are standing on, how would you do that in Houdini? do I have to go to Substance designer?

 

ground2.JPG

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How does it fit in the scene? If I understand correctly I would use a grid, and apply Megascans using the bridge (don't know how yet, but I guess that's how it's done). Now I have a grid, with lovely ground, but it's a grid, displaced, it's still a grid. HOw does that fit with the terrain, heightfield, the scene? How does the grid merge with the rest of the environment?

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well you can do whatever you want to the grid. it can have any geometry detail. then you just apply megascans textures on top of it.

as for how to merge it with the rest of your environment, it's a very broad question that is beyond the scope of a forum post, I'm afraid. there is dozen of ways how to approach such a task and it largely depends on what are you working with and what are you trying to achieve exactly.

 

 

 

 

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Apologies. my last question was a bit vague indeed. Let me refine it: That image I attached in the beginning, a guy looking at a landscape. So there is the grid and the heightfield. I'll attach it again. How do I merge them nicely.

ground2.JPG

Edited by anicg

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Hi Mani,

a common way to increase surface details on terrains is to use displacement maps on regular quad meshes. 

landscape_texture_ctr.thumb.jpg.db05587a67a795574433cdb44917a3c2.jpg

Texture haven and HDRI haven are good places for getting free texture sets without registration:

 

terrain_tex.hipnc

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Great, thanks a lot, this has really helped. Just a question: from this angle we don't see much of the repetition, as the camera moves up, the repetition is blatantly obvious, how do you deal with repetition (even seamless) in the texture map?

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On 12/14/2019 at 8:22 PM, konstantin magnus said:

There are various ways to avoid / reduce tiling:

  • using procedural shaders
  • blending various textures
  • texture bombing

If you can shade a bit of light on these techniques I'll be grateful.

- using procedural shaders: do you mean like create a shader without any image whatsoever? I was hoping to make use of the realism of images (Texturehaven, megascans...).

- blending various textures: I've tried blending various textures but the problem is the new blended texture becomes repetitive, it's the 0 to 1 UV space that get repeated. If I use uvtransform and scale it up, by default I'm repeating the 0 to 1 uv space, and my texture is assigned to that 0 to 1 uv space, so whatever I blend (unless I'm doing it wrong) will be repeated. Is there a way to make the blended texture appear on the second repetition and not on the first for example?

- texture bombing: what is this? is it legal? :)

 

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41 minutes ago, anicg said:

If you can shade a bit of light on these techniques I'll be grateful.

- using procedural shaders: do you mean like create a shader without any image whatsoever? I was hoping to make use of the realism of images (Texturehaven, megascans...).

- blending various textures: I've tried blending various textures but the problem is the new blended texture becomes repetitive, it's the 0 to 1 UV space that get repeated. If I use uvtransform and scale it up, by default I'm repeating the 0 to 1 uv space, and my texture is assigned to that 0 to 1 uv space, so whatever I blend (unless I'm doing it wrong) will be repeated. Is there a way to make the blended texture appear on the second repetition and not on the first for example?

- texture bombing: what is this? is it legal? :)

 

- procedural shaders: yeah, that's what he meant. In my short experience in these topics, I have approached the issue with the second option:

- blending textures/materials: I currently having some successful results blending different materials along the terrain using diverse types of noises as masks, this way removes part of the repetition. The more different materials you add to the mix, the better the results. Also, scatter random objects along the terrain (even if they are little rocks) helps a lot on the realism of the results.

- regarding texture bombing, I have not tried yet but in the future will do without a doubt.

Hope it helps as a starting point!

 

EDIT: forgot to mention, using the different masks you can get from a Houdini terrain (using the slope, the erosion features, etc.) as the base for the different blends of materials is a good idea. But I'm sure more experienced Houdini users over here will discover more interesting techniques!

Edited by asmartkid

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1 hour ago, asmartkid said:

- blending textures/materials: I currently having some successful results blending different materials along the terrain using diverse types of noises as masks, this way removes part of the repetition. The more different materials you add to the mix, the better the results. Also, scatter random objects along the terrain (even if they are little rocks) helps a lot on the realism of the results.

I'm missing something here: blending textures/materials happens in the uv space, right? seriously, is it right? because the screenshots below show clearly that whatever is mixed happens in that uv space. Now, if I increase the uv to 5 times, whatever is mixed is increased 5 times, so basically it is as if I have done absolutely nothing.

I have a simple material white, a second in red, mixed using a circle. Yes, I can use any mask I want, fine, but it will be inside that uv space.

I must be doing something wrong.

repeated.JPG

mix.JPG

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This is what I mean, 2 materials mixed using a circle as mask, the whole thing is being repeated, as if I have done nothing (or hopefully I'm doing something wrong)

applied.JPG

I'm talking about a grid or heightfield converted to polygon which then gets a uvtexture node added, that will be used as the ground in the foreground.

I know how to texture terrains using erosion masks, but that's not what I'm talking about. It's just that grid/heightfield to which I apply texturehaven/megascans textures in the foregraound to sell realism.

Edited by anicg

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Usualy in other renderer (i'm really not a mantra expert) you set texture tilling at texture level.
That's to say your terrain is in uvspace 0 1 and then you apply diferrent tilling scale to your different textures.
Or you can use multiples uv sets, and/or mix the two technique.
I'm sure it can be done in mantra but a real Mantra expert is needed here !

And by the way, there is a Texture Bombing asset (and some explanations) for mantra here.

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