Hey! I set up my heightfield vop just as you have it, but its not affecting my dunes at all - i have the heightfield_vop active so i should see its changes in the viewport, but the heightfield keeps looking exactly like it is coming out of the heightfield_noise (node before the heightfield vop). Any guesses as why the vop has no visible effect on my end whatsoever? all the noises and vein nodes are setup like you have, and the output is set to the volumevopoutput (density) aswell...
In the parameters for the heightfield vop node, go to the Volume Bindings tab: - deselect "Autobind by Name" - add a Binding w/ the plus button next to "Number of Bindings" - next to "Primitive Name" enter: height - next to "VEX Parameter" enter: density This should bind the density to height, as the heightfield does not use density. Hope this helps!
@@mikepenny9171 Hi Mike. First of all, thank you too. But even though I did what you said, it still doesn't work. Can you help me? I know it's been a long time but maybe you'll see it. :)
@ I have just been struggling with this too, and am super new to Houdini so it's very bamboozling, but if you try to decode whats going on in that VOP - there are 2 constant Multipliers. The implication of those nodes is that whatever is going into them, needs cranking up. The default of 1 won't do anything, so you need to change those values higher. The first number appears to be how much the turbulent noise distorts the vein directions, and the second number is amplitude. Something around 20, 20 seems to be looking ok to me..
You're basically one of those instructors that forgot about entry level or don't care but all the best it's a free tutorial. 3DS max user here, will definitely check Houdini out someday
There are dedicated beginners training even on SideFX website. This is not one of them. If you want entry level tutorials you need to look explicitly for them.
Heyo. I would say it'd be difficult to go easier than that already. I would suggest copy everything I've done in the scene and then do trial and error approach to play around with parameters.
hey man this desert looks really awesome got pretty good results but you basically said "meh its good i guess" which makes me think you have other ideas how to make them even better looking lol. would be great if you did seconf part of this. u got a new sub keep it up.
Heyo. I'm glad you found it useful and thanks for the suggestion. For now I'm trying to focus on short cinematics rather than tutorials, since I'm not that good with houdini yet, but if I get to make a desert cinematic I will share behind the scenes later. Cheers!
To be fair, there are very few nodes to keep track of here. Also in order to get familiar with nodes play around with them to see what each one does before blindly following the tutorial, that way you won't be feeling lost all the time.
Great stuff. Always come back to this lesson when I need to do some fancy dunes.
Didn't know about that veins vop, thanks :)
Yeah, it's not very frequently used for some reason. Cheers.
Thank for sharing. This is what I like. Simple and straight to the point to have something good looking.
Have a good one
Wow. Great Tutorial. Thank You
wow what a tut. Killed it. Thanks for sharing
I'm glad you found it useful.
Thanks, good work very useful to me
Hi, I really enjoyed the video and your tutorial. Is there anyway or anywhere I could get a similar script of sand dunes? Thanks
Heyo, what do you mean? I'm pretty sure you should be able to rebuilt it pretty quickly just by watching the video)
Dune 2 RTS.
Good old times
It's fantastic, thanks so much for the tutorial. I'm too newbie to complete the rest, would you mind sharing the hip file? Thanks!
I'm glad you like it. But I don't see a reason for making .hip file just for a couple of nodes)
Hey!
I set up my heightfield vop just as you have it, but its not affecting my dunes at all - i have the heightfield_vop active so i should see its changes in the viewport, but the heightfield keeps looking exactly like it is coming out of the heightfield_noise (node before the heightfield vop).
Any guesses as why the vop has no visible effect on my end whatsoever?
all the noises and vein nodes are setup like you have, and the output is set to the volumevopoutput (density) aswell...
In the parameters for the heightfield vop node, go to the Volume Bindings tab:
- deselect "Autobind by Name"
- add a Binding w/ the plus button next to "Number of Bindings"
- next to "Primitive Name" enter: height
- next to "VEX Parameter" enter: density
This should bind the density to height, as the heightfield does not use density.
Hope this helps!
@@mikepenny9171 helped a lot, thank you!
@@mikepenny9171 Hi Mike.
First of all, thank you too. But even though I did what you said, it still doesn't work. Can you help me? I know it's been a long time but maybe you'll see it. :)
@ I have just been struggling with this too, and am super new to Houdini so it's very bamboozling, but if you try to decode whats going on in that VOP - there are 2 constant Multipliers. The implication of those nodes is that whatever is going into them, needs cranking up. The default of 1 won't do anything, so you need to change those values higher. The first number appears to be how much the turbulent noise distorts the vein directions, and the second number is amplitude. Something around 20, 20 seems to be looking ok to me..
I had the same issue. Trty this.
Desable "autobind by name", enable " bind each to density".
You're basically one of those instructors that forgot about entry level or don't care but all the best it's a free tutorial. 3DS max user here, will definitely check Houdini out someday
There are dedicated beginners training even on SideFX website. This is not one of them. If you want entry level tutorials you need to look explicitly for them.
or your mind simply can't handle it. 😂
How does this at all resemble a dune? its like just basic lidar terrain of heavily eroded mountains
I did follow the vop stuff but didn't work
Try turning up those ConstantMultipliers maybe..
Wonderful and nice video
how did you render it out. did you used sand texture?
No, no textures. You can feed a tiny noise into the diff and rough channels to get this mild variation.
thank you
hello good sir! can you make a tutorial of this scene for absolute beginners please? this is a great scene though .. ❤
Heyo. I would say it'd be difficult to go easier than that already. I would suggest copy everything I've done in the scene and then do trial and error approach to play around with parameters.
hey man this desert looks really awesome got pretty good results but you basically said "meh its good i guess" which makes me think you have other ideas how to make them even better looking lol. would be great if you did seconf part of this. u got a new sub keep it up.
Heyo. I'm glad you found it useful and thanks for the suggestion. For now I'm trying to focus on short cinematics rather than tutorials, since I'm not that good with houdini yet, but if I get to make a desert cinematic I will share behind the scenes later. Cheers!
oh nice a quick tutorial I can follow along--
oh lord everything is set up and I have no idea wtf im doing
cowbunga I guess
To be fair, there are very few nodes to keep track of here. Also in order to get familiar with nodes play around with them to see what each one does before blindly following the tutorial, that way you won't be feeling lost all the time.
im trying to export it to fbx or abc and the result is empty file
why ?
The nodes must flow..
The sleeper has awoken!!!!
what material are you using?
Just a procedurally made shader in Mantra.
Can you make an full tutorial about this?