Zach Hall

Zach Hall

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Recent Forum Posts

Semi-functional roads - Where to go next? Dec. 4, 2017, 9:08 a.m.

Thanks mestela! This is really interesting. I did not know about the polyframe sop. That is going to be very handy for my other spline based shenanigans.

I'm still not entirely sure I'm reading the wrangles right, but I'm going to try to figure that out when I have a little more time.

Your results are really impressive, especially for the road, but they do highlight the fact that there's only so much you can do with directly booleaned geometry.

You can't fix these UV issues with the current geometry.

For my current project, I can probably work with this, as my roads are aligned to the grid… but I'm going to take another pass at this. All you need, technically, are slices going through the geometry at set intervals (though this does make pinching more of an issue).

Thanks again!

Semi-functional roads - Where to go next? Dec. 3, 2017, 6:28 p.m.

Hi!

I've created something approaching a working method of adding a road to some simple terrain.


I'm using a pair of techniques I found in a forum thread from 2010. The first technique, that cuts the road from the terrain, creates a metaball tube and then the ‘shatter’ option in the new Boolean Sop. To place the power-lines I'm lofting a point along the road curve and then just using Copy To Points.



So far, I think it's working pretty well. It can handle overlaps and pinching, and it's relatively easy to place objects along the road. There's currently a problem with the edges of the geometry. This can be fixed by extending the length of the spline off the edges of the geometry in some way, but for my purposes right now, that's a minor issue.

I'm kind of at a loss as to how to take this to the next step though, like separating the sidewalk into panels, or getting something approaching reasonable UV's onto the road geometry.

To people who have done this, where do I go next?

Shader building and texture information from Geometry Jan. 25, 2017, 1:03 a.m.

Ah, all right. Got it rendered then. In other news, I need to learn how the compositing workflow in Houdini works (adds that to the list…).

So, so far it looks like using points to collect geometry data is the only way. That's too bad, as it looks like it'll take a computer-killingly large number of points to get any kind of resolution. Damn, I was hoping for something approaching an interactive frame-rate.