Terrain Tools | Rajendra Khirodkar | Toronto Houdini User Group (THUG) | March 2019

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  • เผยแพร่เมื่อ 6 ต.ค. 2024

ความคิดเห็น • 25

  • @GameArtsCafe
    @GameArtsCafe 4 ปีที่แล้ว +2

    So far you are incredibly* the most precise, very specific and most organized for explaining Houdini Terrain creation! Thank you for explaining this in depth!

  • @chrishoo2089
    @chrishoo2089 2 ปีที่แล้ว

    Thank you so much! Cannot believe that only 400 likes here. It deserves much much more.

  • @mahen9394
    @mahen9394 2 ปีที่แล้ว

    This is great tutorial on HF gone to every detail, Thank you Rajendra for making this tut, it helped so much...I would say you are the only one who explained so detailed in every step. Thank you so much again. Cheers

  • @mohanpugaz
    @mohanpugaz 5 ปีที่แล้ว

    Absolutely great work.For someone who asked “can we use painted maps to create mask” heightfield file SOP can be used to read painted maps, which can be used to generate mask.there is no need for importing it as color map in geo , delete geo and use mask by object.
    correct me if im wrong.

  • @JuyongJeon
    @JuyongJeon 3 ปีที่แล้ว +1

    I definitely love this, Thank you so much it helped a lot!!

  • @Atimo133
    @Atimo133 4 ปีที่แล้ว

    So incredibly helpful
    thanks a lot!!

  • @Freshbott2
    @Freshbott2 4 ปีที่แล้ว

    Incredible video. Thankyou!

  • @marcomeeuwse9263
    @marcomeeuwse9263 5 ปีที่แล้ว

    Amazing job Rajendra. I've got a question if you got the time. You use Instance for the rendering purposes in Houdini. How would you do the instancing and placing of these rock, tree and grass models in Unity or Unreal?

    • @marknefedov
      @marknefedov 4 ปีที่แล้ว

      For instancing in Unity you need to use plugin, something like Vegetation Studio, in Unreal you can use grass maps and standard foliage tool.

    • @metaturnal
      @metaturnal 4 ปีที่แล้ว

      I have not done it myself - no idea of Unity and UE4 - but there is a Houdini pipeline for both. There is a Presentation about world building, with everything, Ecosystems, fences, powered by Houdini - for Far Cry 5.
      Now he built his own pipeline, and it's a presentation, not a tutorial, but it shows the power and possibilitiesㅋ

    • @metaturnal
      @metaturnal 4 ปีที่แล้ว

      Oops. I guess it's not about instancing when using Houdini for placing objects in UE4. But generating data, like simple single-channel maps, to feed into the game engine which then places trees at the predefined positions.
      Probably not the answer you were looking for.. :)

  • @50shadesofskittles9
    @50shadesofskittles9 2 ปีที่แล้ว

    If live to check out Houdini but the monthly costs scares me and everyone I know away.

  • @dannys_85
    @dannys_85 5 ปีที่แล้ว

    Cool but 360 can't see clear

  • @Eternal_23
    @Eternal_23 5 ปีที่แล้ว +9

    Would be nice not to have warm filter on TH-cam video

    • @alexisl4348
      @alexisl4348 3 ปีที่แล้ว +1

      The pc at the time of the video recording says otherwise. Have to take care of those eyes.

    • @Eternal_23
      @Eternal_23 3 ปีที่แล้ว

      @@alexisl4348 no, you better take care of your brains, because there is a warm filter no matter what

    • @alexisl4348
      @alexisl4348 3 ปีที่แล้ว +1

      ​@@Eternal_23 No one said there wasn't. Simply that not everyone (including his pc) agrees with your opinion. Nice strawman, its either that or I suggest you take your own advice, that brain of yours seems lacking in its ability to discern unfortunately. Good luck with that.

    • @Eternal_23
      @Eternal_23 3 ปีที่แล้ว

      @@alexisl4348 whatever you say

  • @Freshbott2
    @Freshbott2 4 ปีที่แล้ว

    Could I use the Heightfield resample with a mask to increase the density of just one part of my terrain?

    • @AlenHR
      @AlenHR 4 ปีที่แล้ว

      well, single terrain is single scalar 2D volume, so i don't think you are able to do that.. maybe if you split terrain to tiles and resample one of those tiles to higher resolution..

    • @awesom4ik
      @awesom4ik 4 ปีที่แล้ว

      @@AlenHR You will get holes on the edges of the heightfields in case of the split

    • @AlenHR
      @AlenHR 4 ปีที่แล้ว

      @@awesom4ik you can fix that easy by using volume wrangle, just sample lower resolution tiles and blend higher res one to their edges with some feathering

  • @WATER607
    @WATER607 4 ปีที่แล้ว

    where can i download the project thanks!!!

    • @metaturnal
      @metaturnal 4 ปีที่แล้ว

      WATER607 there's a link in the description. have not checked it though - I'm in the app.

  • @vanyakapetanovic4018
    @vanyakapetanovic4018 2 ปีที่แล้ว

    Great tutorial. Omg audience dudes with stupid questions "why isn't it all procedural"? Because it isn't dude. Not everything is suppose to be procedural and "art directable". Sometimes you have to take the lead and to commit to your changes and own it instead of trying to make everything be changeable always. I can tell they don't work in production with these noob questions.