vinyvince
In my case, when i use RAW output, i don't have this difference anymore
Eetu_Mainframe
Yeah the height scales are a bit tricky to maintain. I think it also depends on the settings on your input and output nodes in Gaea, but in my case I now need to divide with the height-scale ratio defined in "Terrain Definition". YMMV
smbellEetu_Mainframe
Yeah the height scales are a bit tricky to maintain. I think it also depends on the settings on your input and output nodes in Gaea, but in my case I now need to divide with the height-scale ratio defined in "Terrain Definition". YMMV
I can't seem to find that Terrain Definition section in Gaea? Where is it located?
Eetu_Mainframe
Ugly workaround, but what if you split your color channels to three grayscale outputs with an RGBSplit node in Gaea, and then join them back into color in Houdini? :P
vinyvince
I have found another issue in the Sidefx LABS implementation which resulted in Clipping.
Looks like the problem comes from the *prim intrinsic* bound value being set to some values like -500 + 500, and if you pass that difference between min and max height and send the terrain to Gaea, the terrain is always clipped...
Is there a way to force change the prim intrinsic value of a heightfield?
Thanks
Vincent*