Terrain test

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Hi.
This is my first post here, hope it fits…
Workflow: Houdini(apprentice license)> exportation in alembic > importation in Blender > shading and rendering with Indigo Renderer.

8192x8192 polygons (this means 134+ unique triangles inside Indigo).
3 min. render.

I have license of Indigo but it is for windows actually and this picture was taked from Linux (this is because the watermark).
Developed 32bit EXR in Darktable.

The new tools for terrains are exciting. Erosion is fantastic. Thanks!
Edited by yonosoy - March 3, 2017 17:45:01

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Houdini_16_Terrain_test.jpg (2.2 MB)

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And this is the final result.

Attachments:
Landscape Ba.jpg (3.9 MB)

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Very nice indeedidly.
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Good first post
Looks great yonosoy.
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It looks really nice. Great post.
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Thanks for the warm wellcome.
Till July probably I don´t explore much more.
See you.

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Paisaje Ba 2.jpg (601.9 KB)

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Are those Houdini clouds too?
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No edward.
Is an Indigo´s atmospheric simulation sccene.
The scene is composed by a sphere of the real dimension of the atmosphere´s Earth and a sphere of the real dimension of the planet. The Sun is in the correct distance, so this is a Solar-System simulation scene.
Both Sun and atmosphere has real spectrographic data in. All the indirect light becomes from the SSS of the atmosphere.
Then the Houdini mesh of the terrain is placed over the Nort Pole of the Earth and a box for the clouds is placed over the terrain. Indigo has an internal Indigo Shader Language (ISL) that allows to codify the clouds inside the box.
The SSS volume of clouds are calculated in this picture with Henyey-Greenstein phase function (not uniform).

3 hours of render.

I Hope this is enough info atm to clarify the workflow.

Thanks for the interest shown to all.
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Hi,

I just started using Houdini and have a pretty basic question regarding the new terrainFX.
I manage to export the geometry, but having trouble exporting maps such as flow, water, debris and so on.
I'v tried using the heightfield output node, but don't know how to actually save the maps.
I use C4D and would like to export vertex maps per channel as well. Any tricks to manage this as well?

Thanks,

Kent
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