On this page | |
Since | 20.5 |
Algorithms, noise, and Houdini’s Heightfield Mask by Feature tools evolve our attributes (e.g., temperature, precipitation, and soil) and generate micro-biomes. This attribute evolution allows the plant distribution to be coherent with the topography of the terrain. Parameters are exposed to control this process so artists can achieve the vision they have for their unique environment.
パラメータ ¶
Visualize ¶
Display
Input: The terrain mask
input in the node.
Temperature: A remapped preview of the temperature
attribute on the terrain.
Precipitation: A remapped preview of the precipitation
attribute on the terrain.
Soil: A preview of the soil
attribute on the terrain.
Biome Color: A preview of the color
attribute on the terrain.
Auto Remap
Use Real-World Range: Show a remapped preview of the Display following real-world preset values.
Auto Normalize Range: Show a normalized preview of the Display following the minimum and maximum volume values.
Manual Range: Show a remapped preview of the Display following Min and Max values.
AUTOREMAP ¶
Compute Range
Click to fill in the Min and Max parameters with the current minimum and maximum values in the input layer.
Min
The lowest value in the input to map from.
Max
The highest value in the input to map from.
Parameters ¶
Temperature ¶
Elevation ¶
Evolve with Elevation
Enables the evolution of temperature depending on the elevation.
Lapse Rate
The rate of temperature decrease with height. Measured in °C/km. If the value is positive, temperature decreases as height increases. If the value is negative, temperature increases as height increases.
Diffusion ¶
Blur between Regions
Enables the blurring of temperature between different regions.
Blur Iterations
Higher values will result in a smoother gradient, but will take longer to calculate.
Precipitation ¶
Topography ¶
Remove by Convexity
Remove mask based on nearby obstructed terrain areas.
Removal Amount over Convexity
Modify this ramp to use a custom remapping.
Rain Shadow ¶
Remove by Direction
Remove mask based on the “horizontal” direction the terrain surface faces at a given point.
Rain XZ Direction
Start direction vector of Rain Shadow. This could be the location of the ocean that is causing the rain shadow.
Rotate Direction
Offset rotation of Rain XZ Direction.
Falloff Angle
Amount of falloff allowed around the rain shadow.
Removal Amount over Falloff Angle
Modify this ramp to use a custom remapping of Falloff Angle.
Soil ¶
Cliffs ¶
Remove by Slope
Remove mask based on the slope of the terrain.
Min Slope Angle
Add areas with a slope greater than or equal to this value to the mask.
Max Slope Angle
Add areas with a slope less than or equal to this value to the mask.
Removal Amount over Slope Angle
Controls the value of the mask over the range from the Min Slope Angle to the Max Slope Angle
Mask ¶
Enable Mask
Use custom mask for soil.
Mask Layer
The name of the custom mask to use.
Combine with Noise
How to composite the mask with the Soil Noise mask. If Remove by Noise is disabled, this value is disabled.
Blend Mask
The amount to blend the custom mask with the soil mask, when Combine with Noise is “blend”. A value of 0 uses the soil mask, a value of 1 uses the custom mask, a value of 0.5 blends equally between the two masks.
Soil Noise ¶
Remove by Noise
Remove mask based on a noise.
Constant Value
The base or minimum value of the soil mask.
Intensity
#intensity The intensity of the noise. Lower values fade the noise away.
Invert Noise
Reverse the noise mask values.
Amplitude
Scales the intensity of the noise mask.
Element Size
Scales the noise pattern outward across the grid.
Noise Type
The type of noise to generate, Different algorithms generate patterns with different characteristics.
Fractal
Whether to do multiple iterations of smaller noise on top of bigger noise.
None
Does not add any additional noise on top of the basic noise.
Standard
Adds pseudo-random noise on top of the basic output.
Terrain
Adds noise like “standard” but dampens the noise in the valleys, which generates more realistic-looking terrain.
Hybrid Terrain
Like terrain, but with more sharpness in the valleys.
Max Octaves
Limits the fractal noise to a certain number of iterations.
Lacunarity
The frequency increment between iterations of fractal noise is added to the basic output. Note you can use negative values.
Roughness
Fractal roughness. The roughness parameter determines the coarseness of the noise.
Input ¶
HeightField Layers ¶
Temperature
Name of temperature
mask.
Precipitation
Name of precipitation
mask.
Soil
Name of soil
mask.
Biome ID
Name of biome ID
mask.
Biome Color R
Name of the red channel of the biome color
mask.
Biome Color G
Name of the green channel of the biome color
mask.
Biome Color B
Name of the blue channel of the biome color
mask.
Biome Average Height
Name of average height
mask.
Output ¶
HeightField Layers ¶
Generate Cliff
Create cliff mask.
Cliff
Name of the created cliff mask.
ローカル変数 ¶
See also |