Hey guys!
Probably a fairly obvious question, but is it possible to save masks without associating them with a terrain layer or a detail layer in order to be accessed by secondary tools.
I've been trying to optimize our terrain pipeline, and want to split the splatmap generation from the scattering. I have multiple helper masks that I would like to keep and not blast away during the splatmap generation phase.
Is there an attribute that can be specified in order to achieve this?
Cheers,
Ilia
[Heightfield/HDA] Storing masks in tool w/ no function
1392 1 0- Twirlbound
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- Joined: May 2020
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- Twirlbound
- Member
- 22 posts
- Joined: May 2020
- Online
Hello again!
I did some messing around and found out a workflow for those that might be having similar need. Here are the steps I did:
1. Prim Wrangle over the utility masks to add an identifier param (to be used in the subsequent tool) and setting their name attribute to mask in the splatmap tool like so:
2. Prim Wrangle to set the name param from mask to what was before like so:
Reason why it works is that the height and mask name attributes are treated differently when generating the unity terrain - every volume with a name attr. "mask" is ignored. Hope this helps!
Cheers,
Ilia
I did some messing around and found out a workflow for those that might be having similar need. Here are the steps I did:
1. Prim Wrangle over the utility masks to add an identifier param (to be used in the subsequent tool) and setting their name attribute to mask in the splatmap tool like so:
2. Prim Wrangle to set the name param from mask to what was before like so:
Reason why it works is that the height and mask name attributes are treated differently when generating the unity terrain - every volume with a name attr. "mask" is ignored. Hope this helps!
Cheers,
Ilia
Edited by Twirlbound - July 9, 2021 10:34:01
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