For a current project, I needed to create a moonscape and I found what looked like a decent tutorial for creating procedural terrain by Andreas Vrhovsek on Pluralsight [app.pluralsight.com]. The only problem is this tutorial is 5 years old and a lot of the nodes have been updated or replaced by newer nodes that alter the workflow.
I figured out how to access legacy nodes via commands in the textport, but I ran into an issue in chapter 4 when using the softdots node to create moon craters. It appears the softdots node was simply changed and the S & T inputs were removed. I'm sure there's a good reason for this, but as far as I understand, these inputs allow for a vector to float node to control the x and z pos of the dots making them into nice circles:
Unfortunately, the only way I could figure out how to achieve a similar result in Houdini 17.5 was to create two softdots nodes and wire the different outputs of the vector to float into their respective UV inputs. However, this creates squarish dots that don't look at all like craters:
I'm sure there's a simple way around this, but unfortunately my limited Houdini knowledge is holding me back. I also imagine the newer methods for creating procedural terrain with the actual terrain nodes might be a better option for doing this and I'm totally down to try them out as well, I just figured it might be good for me to try and troubleshoot through some of the old school methods first. Although, all the troubleshooting is fairly time consuming and I didn't think that a 5 year old tutorial would be that vastly different.
Finally, I used the legacy for loop node in the surface displacement Attribute VOP because I couldn't figure out how to set up the new for loop node with the in and out blocks. I've attached a .hiplc file, and if anyone wants to take a look, I'd love some help optimizing both of these networks.
Thanks

