旧草 昭奚

zhaoxijiucao

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Recent Forum Posts

Procedural roads for open worlds Aug. 1, 2019, 4:17 a.m.

if you just wanna connect between each point, it will be easy.

I have try to use foreach to iterate more nature landscape road.

here is simple idea

scatter some point from mask, sort it and connect it.build a foreach number loop,use polyframe sop to get point tangent, it will be help you adjust some bed point with each step(like tangent is ({0,-1,0})), then use volume sample to ray into heightfield surface, and then let position offset little.

Heightfield mask issue Aug. 1, 2019, 4:06 a.m.

I make some mask to mask diffrence grass layer(use masknoise node), and i use copylayer sop to output.

I check mask layer is not overlay in cop

but when i bring hda in unreal to build landscape layershader, those grassmask(from masknoise)will overlay all the layer.

another question is, is plugain cant read float maskvalue like 0.6 or 0.2?

I need some help,thx.