How do I Boolean Heightfield with Geo/Sdf ?

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Hi,

I tried cutout by object and mask by object, but its not what I am after.
I want to subtract sphere from HF. How do we do it in Terrain universe?

Thanks!

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Michal Tas Maciejewski @ www.vfxtricks.com
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#include <volume.vfl>
vector pos;
vector uvw;
intersect(1,@P,{0,1000,0},pos,uvw);
@height = -pos.y;
#include <volume.vfl>
vector pos = 0;
vector2 uv ;
float avg ;
for(int i = 0 ;i< 25;i++){
    uv = rand(i+0.2);
    sampledisk(pos.x,pos.y,uv.x,uv.y);
    pos *= vector(200);
    avg += (volumesample(0,0,@P+pos)-@height)/10;
    }
    
@height += avg;
@height += 20 *anoise(0.01*@P,2,0.5,0.5);

float v_turb(vector sample_point;
            float roughness;
            float lacunarity;
            int octaves 
            {
            float sum = 0;
            float weight = 1.0;
            vector samp_p = sample_point;
            
            for (int i=0;i<octaves +1;i++){
            sum += (noise(samp_p)-{0.5,0.5,0.5})*weight;
            samp_p *= lacunarity;
            weight *= roughness;
            }
            return sum;
            }
     
            
@height += 100*v_turb(@P*set(0.02,0,0.01),0.2,3,4);
float mask = length (@P);
mask = fit(mask,0,500,0,1);
mask = chramp("rap",mask);
@height*= mask;

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dfg.jpg (96.3 KB)

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Thanks for the idea!
This worked for me

vector pos;
vector uvw;
int hit;

hit = intersect(1,@P,{0,1000,0},pos,uvw);
if (hit != -1) {
    if (@height > pos.y) {
        @height = pos.y;
        }
    }

hit = intersect(1,@P,{0,-1000,0},pos,uvw);
if (hit != -1) {
    if (@height > pos.y) {
        @height = pos.y;
        }
    }

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Screenshot 2021-05-15 093428.jpg (88.3 KB)

Michal Tas Maciejewski @ www.vfxtricks.com
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There is a node for that: Height field project (set to Minimum method with "Hit farthest" disabled).
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Konstantin Magnus
There is a node for that: Height field project (set to Minimum method with "Hit farthest" disabled).

Thanks, that's exactly what I needed. I was trying that, I just didn't know I need to disable the "Hit Farthest" for it to work the way I want it.
I was looking around above and I was thinking "do I really need to run all that code to be able to do something so simple?"
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haha I had exactly the same feeling when I wrote this code. It just felt wrong.
Michal Tas Maciejewski @ www.vfxtricks.com
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radumitroi95
I was trying that, I just didn't know I need to disable the "Hit Farthest" for it to work the way I want it.
Well yeah, it seems to be using the intersect()-function under the hood. That's why the terms used may be a bit uncommon.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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