Terrain Water As Mask?

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I can't seem to locate the HeightField Mask By Volume attribute node. How can I create a mask of just the water area in my terrain? I would also like a mask for the debris, bedrock etc…all the volumes that make up the height field.

I can see the data using a volume visualize node but how would I turn that into a heightfield mask?
Edited by Enivob - Oct. 21, 2018 10:52:27

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Using Houdini Indie 20.5
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It looks like you use a HeightField Paint Mask node, but instead of actually painting on the node just select the layer from the drop down instead.

In most erosion cases debris is carried into the water basin. But from a scattering point of view, the last thing I want to do is instance rock/debris models inside my rivers.

The setup shown in this image shows how to subtract the water layer from the debris layer so the resulting debris instances will not end up in any water at all.

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Here is a more complex setup where I am removing water, debris and sediment from the bedrock layer. This way scatter points for bedrock will not include those other areas where I may want to scatter alternate objects.

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Here is a Redshift rendering leveraging these selection masks.

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hf_terrain.jpg (1.1 MB)

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Hiya,

This is my first post on the forum, and i'd just like to use it to say, thanks for posting your solution!
I've come across a lot of threads on google while trying to learn Houdini on my own, and quite a few have no solutions despite many questions.

I managed to implement your solution on my scene, but i've discovered an alternate method that might be easier to do, though how it stacks up to yours I'm not quite sure.

I'm using the Mask by Feature node's Height parameter to eliminate the different layers already provided by the erosion node, with some minor tweaking to the height ramp to get it just how I want.

I've attached an image to illustrate how it works, perhaps this may be useful for someone else!


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Thingy.PNG (1.6 MB)
Mask.PNG (1.8 MB)

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