Tips on how to do recursive terrain fx?

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Joined: March 2015
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Anyone know the best approach for something like that?
I'm guessing terrain volume base …. then fill them somehow…

I've had a hard time wrapping my head around clustering volumes in vops like doing lego brick fills for example. If anyone has any tips or resources that would be awesome.

Thank you!
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2550 posts
Joined: Feb. 2012

You could convert your volume into points using VDB Visualize Tree SOP: []

Then sample the height on the points to copy boxes on them with the correct height, etc. You can do the same for colors and any other attribute.

This way you can increase your heightfield resolution to get more detail and therefore more boxes, etc.
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