Long road, long cable, a bridge, a long wall, fence… most environment assets that use the copy sop create a challenge for me when it comes to texturing and therefore UVs.
To make sure I get the most of the 0 to 1 UV space, I want to have one UV island representing the original geometry that has been copied, and place the UV islands of the other copies on top of the original and on top of each other. Any idea how I can place the UV island on top of each other?
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Houdini Indie and Apprentice » place the UV island on top of each other?
- lookdev
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Houdini Indie and Apprentice » Turn the mask brush into eraser - erase part of the mask (mask paint)
- lookdev
- 15 posts
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I draw a mask (heightfield), but I need to be precise, I cover more than I need and I need to erase part of the mask, how do I erase just the extra part (turn the brush into eraser)?
Houdini Indie and Apprentice » Where is noise parameter in Erosion in Houdini 17? (used to be in H16)
- lookdev
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I need noise in erosion (for dunes), it used to be in H16, I can't find it in H17? any idea where it is and how to add noise to erosion, now dunes look like solid rock.
Houdini Indie and Apprentice » Importing WorldCreator Terrain Heightmap
- lookdev
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in Houdini 17, create a Heightfield node.
Go inside, you'll find a heighfield node, you can delete it.
Create a new node “heightfield File”, in its properties select the file, tif, png … the grey scale image you exported from World Creator.
Most likely you will see nothing happens in the viewport, it seems flat. Now INCREASE THE HEIGHT SCALE until the terrain shows up, set the height to what you want. Try 100, 300, whatever works for you compare to the one you got out from World Creator.
Be careful with terrain.party it has very limited small resolution.
If you're interested in real terrains, I came across this, it shows high resolution maps and techniques to deal with them:
http://visualeffectsworkshops.com/course/2018-world-machine-terrains-from-nasa-satellite-images/ [visualeffectsworkshops.com]
Go inside, you'll find a heighfield node, you can delete it.
Create a new node “heightfield File”, in its properties select the file, tif, png … the grey scale image you exported from World Creator.
Most likely you will see nothing happens in the viewport, it seems flat. Now INCREASE THE HEIGHT SCALE until the terrain shows up, set the height to what you want. Try 100, 300, whatever works for you compare to the one you got out from World Creator.
Be careful with terrain.party it has very limited small resolution.
If you're interested in real terrains, I came across this, it shows high resolution maps and techniques to deal with them:
http://visualeffectsworkshops.com/course/2018-world-machine-terrains-from-nasa-satellite-images/ [visualeffectsworkshops.com]
Edited by lookdev - Dec. 18, 2018 13:04:03
Houdini Indie and Apprentice » How to export the texture image I create with Heightfield Quickshade?
- lookdev
- 15 posts
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Houdini Indie and Apprentice » sop import not working (cop2net), any idea?
- lookdev
- 15 posts
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In the meantime I did set planes from sop, I now can see the individual elements but I have no clue how to get them out, and how to get the full terrain heightfield, like the combined heightfield (which I can't see anywhere)?
Years in World Machine, I need one file with the full heightfield to import in world machine or vue or terragen…
Yes i appreciate the separate elements as well (for material distribution) but I need the famous “heightfield”, the one you would see when you gogle heightfield.
What you see below is far as I could get:
Years in World Machine, I need one file with the full heightfield to import in world machine or vue or terragen…
Yes i appreciate the separate elements as well (for material distribution) but I need the famous “heightfield”, the one you would see when you gogle heightfield.
What you see below is far as I could get:
Edited by lookdev - Dec. 6, 2018 09:13:00
Houdini Indie and Apprentice » sop import not working (cop2net), any idea?
- lookdev
- 15 posts
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Tried to export a heightfield of a terrain in greyscale using cop2net and sop import but it's not working, any idea?
Houdini Indie and Apprentice » how do I export a greyscale image from heightfield output? I get colour images, and incomplete
- lookdev
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When I use heightfield output I get colour images. Heightfield images are greyscale values (white high, black low, greys in between). But why do I get coloured images when I export a png.
How do I get the full terrain, because for now I only parts (height, sediment…) spread in colour channels, where is full the terrain in greyscale? like the whole thing?
How do I get the full terrain, because for now I only parts (height, sediment…) spread in colour channels, where is full the terrain in greyscale? like the whole thing?
Houdini Lounge » Houdini Engine For Clarisse
- lookdev
- 15 posts
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Once you see the SpeedTree Engine for Clarisse, you will definitely want to have houdini engine for clarisse.
Check this out:
https://youtu.be/vk8lYq3XsEs [youtu.be]
Check this out:
https://youtu.be/vk8lYq3XsEs [youtu.be]
Houdini Indie and Apprentice » How to add atmosphere in Houdini?
- lookdev
- 15 posts
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Great terrain tools, but without atmosphere the furthest terrain looks as clear as the closest, no feeling of distane, of air, of haze and fog, how do i get atmosphere in houdini?
In Vue and Terragen, it’s there by default. In Clarisse, it’s done with. Volume box, amd houdini?
In Vue and Terragen, it’s there by default. In Clarisse, it’s done with. Volume box, amd houdini?
Technical Discussion » xyz problem for imported fbx
- lookdev
- 15 posts
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2nd example Houdini xyz axis issue for imported fbx individual objects. Any idea what this is due to?
Technical Discussion » xyz problem for imported fbx
- lookdev
- 15 posts
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Imported an fbx (attached) and i get the wrong behaviour of the dopnetwork with the xyz, gravity pushes the geometry to the side. Here is a visual description of the problem: any idea what the problem, how to fix it now, and how to avoid it in the future?
Technical Discussion » What is this? something weird in the model after voronoi fracture
- lookdev
- 15 posts
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Thank you, how do I sort it out? I'm new to Houdini. I can still it at object level.
Edited by lookdev - Oct. 26, 2018 13:43:39
Technical Discussion » What is this? something weird in the model after voronoi fracture
- lookdev
- 15 posts
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I have applied voronoi fracture to a model and some weird blue faces started showing up, the second model (building) has themeverywhere. Any idea what these are and how to solve it? is it a modeling problem? is it normals? … I have made a short video of the problem:
Technical Discussion » Error "SOP Solver Cooked in Immediate mode, cached results incorrect"
- lookdev
- 15 posts
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Tried to follow https://vimeo.com/146113972 [vimeo.com]
The idea is that the fuel coming out of the barrel hits the flame and catches fire, but the fuel just ignores the flame.
minute 26:40 he adds a source volume node, that's node that gives the error when I run the simulation.
I reset the simulation in the AutoDopNetwork, didn't help.
Any idea?
The idea is that the fuel coming out of the barrel hits the flame and catches fire, but the fuel just ignores the flame.
minute 26:40 he adds a source volume node, that's node that gives the error when I run the simulation.
I reset the simulation in the AutoDopNetwork, didn't help.
Any idea?
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