Seamless Terrains?

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Is it possible to repeat seamelessly terrains in Houdini? i'm talking about the “terrain” tools of course.

Thanks a lot,

A.
Edited by Adriano - Oct. 25, 2018 12:00:56
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It looks possible to extend. Just copy your original terrain object and dive inside the copy. On the top node that defines the grid you can offset the grid center. This seems to produce a seamless connection to the other grid, assuming you keep the random seeds the same.

This isn't exactly “tileable” but it does allow seamless extension of the terrain.
Edited by Enivob - Oct. 26, 2018 08:54:56

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I guess you could also, when your finished working on a terrain, convert to polys with the Convert Heightfield Node.

Then you could use a series of mirror nodes. This way you could populate large areas with seamless fits rather quickly after a few mirror nodes( each one doubling the area duplicated ).

On thing to keep in mind. Say for example the default heightfield size is 1000 units. For the mirroring you have to center mirror node origin along the edge of the terrain, which might seem like @ 500 for the default 1000 unit terrain. But for the geometry the edges (furthest bounds) are at units 499.

This then gives you a ‘perfect’ seam.

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Interesting. However i realize i posted too fast and formualted my question in a terrible way. So i'd rather mention the end goal.
Imagine i'd want to use the terrain tools on the inside of a tube and have a seamless environment there. Actually don't imagine it… just remember the ending of the absolute utter piece of crap movie called “Interstellar”, where they live in that cylindrical space station. Well, i need to create something alike and i'd really like to use the terrain tools to do so. So it doesn't have to be tiled or repeated, just has to match from one side ot the other.

Thanks to both of you for the suggestions. Babaj, ideally i don't wnat to have mirrored solutions, it just doens't look good / natural obviously. So not something i fancy in terms of aethestic. but thanks anyway.

Cheers,

A.
Edited by Adriano - Oct. 26, 2018 12:32:13
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Well I just tried something additionally too.

After mirroring create a new heightfield of the same dimensions;

Then feed both the heightfield and the mirrored polys into heightfield project.

So now you can carry on with the other heighfield tools to make it look as ‘natural’ as you want.

After you can use that as a texture and map it on to a cylinder for displacement.
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Adriano
just remember the ending of the absolute utter piece of crap movie called “Interstellar”

Careful, some of the people around here might have worked on that “absolute utter piece of crap” and might not be so inclined to tell you how to solve your problem!
>>Kays
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Adriano
just remember the ending of the absolute utter piece of crap movie called “Interstellar”

Careful, some of the people around here might have worked on that “absolute utter piece of crap” and might not be so inclined to tell you how to solve your problem!

I am very much aware of that fact. And i'm sure that anyone around here who has participated to that masterpiece of crap is only repsonsible for its stunning visuals, and can not be blamed for the ridiculously thin layer of emotional depths of the characters in that movie… but more importantly over the utter nonsensical scientitifc innacurracy portrayed in there (which is fine when it's scifi, but not when you promote the movie as backed up by NASA research and consultancy ) Anyway,completely off topic, but just to say that it hurts me to have to mention that movie to explain what i need to create :$ And since I'm sure the screenplay writer of that movie and Mr Nolan himself… don't hang out over here on that forum too often I'm sur ei'm not hurting too many people's feelings. Plus… let's be real, We all know people here who have worked on The Green Lantern, and they have long forgotten what self-respect and dignity even means since then ahahah So we're good here i think

Anyway, off topic. Apologies, just having a hard time digesting that movie even years after.

Cheers,

A.
Edited by Adriano - Oct. 26, 2018 13:21:53
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BabaJ
Well I just tried something additionally too.

After mirroring create a new heightfield of the same dimensions;

Then feed both the heightfield and the mirrored polys into heightfield project.

So now you can carry on with the other heighfield tools to make it look as ‘natural’ as you want.

After you can use that as a texture and map it on to a cylinder for displacement.

Fantastic, Babaj. I'll give that a try right away. Sounds like a winning recipe! Much Appreciated.
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I tried using the heightfield_project, but I don't get good results.

Is there a way to project a terrain around a tube, sphere or other topology?

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I guess you can use a bend node if all you want to conform to is a tube shape.
Edited by Enivob - Oct. 26, 2018 16:04:02

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I did something similar (tube) in a project I did a while back. Instead of ‘wrapping’ around the geo. I just apply uvs with cyclinder projection.

Then use the ‘terrain’ as a texture and displace with vop as geometry or at shader level.

But the bend node looks easier/simpler.
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I guess you can use a bend node if all you want to conform to is a tube shape.

The problem with mirroring is… well… that it mirrors stuff. Ideally we'd want an overlapping heightmap with a fade on each side, assuming the fading mask isn't linear (some zigzagging) i might be able to get away with a geometry overlap so each side would be the opposite side of a matching canyon or something. I just don't believe in perfectly seamless junction with mirroring, the mirror line will still show unless it's some very smooth centered spherical hills or so.

I love the terrain tools, but not being able to apply that seamlessly to a tube/sphere is a little bit of a downer at times.

Thanks a lot, going to keep trying all proposals.

Cheers,

A.
Edited by Adriano - Oct. 26, 2018 18:01:41

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I just don't believe in perfectly seamless junction with mirroring, the mirror line will still show unless it's some very smooth centered spherical hills or so.

I love the terrain tools, but not being able to apply that seamlessly to a tube/sphere is a little bit of a downer at times.

Actually, no mirroring line will show, the mirroring node will make a perfect seam.

The reason you know the seam is there is because like you say, it mirrors. That's how you can tell where it is, it's not the seam itself.

So how about determining the entire size area needed for ‘wrapping’ around your cylinder and do a single heightfield for that.

Then because each side will have the same number of points along the edge(the two sides that will meet at the seam);

Run a wrangle that matches the P.y values from one side to the other. At this stage the one side that got it's y components changed will look like crap because they are out of place in relation to the terrain on that side.

But then keeping that edge intact, do some modeling that changes terrain making it ease into the points.

Now when you wrap, you get no seems and the there isn't any ‘implied’ seams, from mirroring.
Edited by BabaJ - Oct. 27, 2018 11:50:37
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But then keeping that edge intact, do some modeling that changes terrain making it ease into the points.

Thanks a bunch. Yes, that's what i meant by noticeable “seams”, the height curves of the relief do have to ease into each other from one side to the other. Got it.

Thanks again.

A.
Edited by Adriano - Oct. 27, 2018 11:54:58
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