Terrain Handbook 04 | Dusty Biome | Textures in COPs
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- Опубліковано 23 сер 2024
- The beauty about heightfield masks is that you can use them for not only sculpting your terrain, but you can use same masks to shade it after, without any additional work. We go to into COPs context, pull in our masks and use composite nodes. All of them. We also add some extra cartography details.
See the rest of the videos and download the project file here:
www.sidefx.com...
Loving this series. I am learning a lot about height fields with those tutorials. Thanks for it. Just one thing. On 11:10 you can use an -extract- node instead of delete. It's the same but more straight forward.
If your color doesn’t show up properly even after adding bedrock in terrain mask : add a hf combine mask before the quick shader node, and combine all the masks (source : bedrock, layer mode : add for every mask)
Amazing tutorial! Thank you! 😍
This feels just like Substance Designer.
where do you set up the outputs? I cant find it in the last video
same for me, I don t have output
At 45:00 my file just crashed!And there is no backup.I was just doing everything fine and forget the save file. Is this real PAIN and SUFFER?
at the beginning, how do I add this "OUT_DUSTY"?
Create "Null" node at the end of your HF chain and call it "OUT_DUSTY". This is kinda standart practice to mark last node this way.
Make more tuts about using cops for shading 🤓
I think the cop texture path can not be use (op:) for Apprentice User. It doesn t work at all. And there is also a resolution restriction (non commercial edition)
(Labs normal map is also missing)
Daily*
In composite view, the texture looks fine, but on the stage, after transferring the texture to the object, it looks too white and illuminated. What is this connected with??
In composite view, the texture looks normal, but on the stage, after transferring the texture to the object, it looks too white and illuminated. What is this connected with??
youre awesome! thx!
Figured it out -- I think there are atleast two reasons why it crashes. First one is that outputs of two edge detect nodes have not equal size format (ex. other one is 16 bit float and other is 32 bit float). This can be fixed with convert node -- just keep the float sizes equal. And yeah - the rename node should be used to sources of foreground and background field same (it was height and C).
Ace!
Very informative tutorial -- thanks! ONe thing -- how does colorspace affect to this, if I use ACES I get very saturated map but is that okay ?
Also at point 41:26 while mixings edges and the grid -- houdini crashes. I am running H19.5.493. Any advice how to avoid that ?
Same here
I'm loving learning about how to build terrain! I'm having an issue with the quickshade at the end. My quickshade doesn't go into the areas below 0 on the z axis. I love the look, but I can't get it to shade below. Did I mess something up?
i have the exact same problem, did you manage to fix this issue?
I also have same problem
same problem萨姆
Same here, sad I don't see a solution :/
same, did anyone find a fix?
Hi and Thanks for this tutorial, I have a problem that I can't find Sample Screen Color in ramp for using, how can I fix it?
You need to install the labs tools to get the screen color option
please help me understand where did that out_dusty file came from? i followed along the entire tutorial up until this one and have gone back to the previous one over and over again. i cannot find it please help
In your "Texture & Previs" network box, attach a null after the "heightfield_quickshade1", rename the null to "OUT_DUSTY", and then turn on the blue "Display/Render" eye button. I think that's how it was done.
@@mackenziesmith2064 thank you for the response
@@kamitekeiichi2376 You're welcome. I just double checked the project file & the "MID_DUSTY" null is coming out of the "filecache1". That null then feeds to the quickshade in the "Texture & Previs" network box. "OUT_DUSTY" comes from the "MASKS" network box.
Thanks for this tutorial. I followed along so far, and everything seems good except when I apply it using the heightfield_quickshade it appears very bright. Even with 'disable lighting' mode its very bright and blown out, almost pure white. In cops composite view the colors look normal like yours. It looks normal when applied to regular geo mesh too, only the terrain is overly bright. Any ideas where I'm going wrong?
I figured it out: in heightfield_quickshade I needed to apply the texture on the "1" layer tab, I was applying it to "Base".
@@JM-am-or-pm Thanks!
May I ask why there is no AO option in the delete node, Cliff Flow and DEBRIS renders normally except for AO...plz
You need to pipe in from the last heightfield node into the null. It branches out too soon, that is why you don't get the AO mask.
And don't forget to Set planes from SOP again in the SOP import node.
@@f0rl thx a lot! Connections were good here, but I needed to "reload" Set planes from SOP
25:00
Awesome tutorial ! Thanks a lot. However Houdini keeps on crashing when mixing the terrain curvature lines with the grid!
Timestamp 42:27
I rendered the grid separately and it worked once and then crashed again. I'm trying to render the terrain lines separately but it doesn't work. Any idea how I could solve this ?
got it... good old rename node. Then I was able to render the lines.
@@alainhanni4874 Yo - crashing here also - would you please be more specific; you put the rename node after edge detect or after composite, and how did you change the fields of your rename node ? Thanks for adv.
So when importing the OUT_ null my sop import has a resolution of 500x500. Any ideas as to why?
same
@@stepanshnder1850 I found out its because the initial grid size dictates the overall quality of the heightfield end mesh.
You can get around this by decreasing the grid size to like .5. When you do this you will end up with 2kx2k which is like the minimum for good uv's and texturing.
at 31:08 can someone tell me what is a "sub level" i try to followed to that point but somehow my ao is not showing anything can someone please help me 🥲
I had the same problem, just found out how to solve it:
Inside the cop2net, you have to sop import after the heightfield visualize node wich is the one than generates the ao field in the SOP context. After that, you will have to click the "Set Planes from SOP" button again so it can generate the ao
Im having trouble displaying the rendered material on the Heightfield. The Quickshade is not showing it. Did anybody else have a similar issue?
Okay, I faced the issue and here's the thing for how to fix it. The alpha channel of the last Out_Color node from the cop2net is taking color from the C channel, so basically alpha is luminance of this, not a full 1.0 white alpha. To fix it, make a full white color, and feed this into the second input of a copy channel node, right before the Out_Color null. Set the alpha reading the source from the second input channel of this. Voila! You should have a fully working texture displayed on the hightfield.
Also you can use the base section of the heightfield_quickshade instead of the texture 1 slot.
@@junoxvc Thanks for this suggestion it works. I guess unless you need the alpha for something you should delete it with a delete cop node or you will have opacity issues in the viewport.
@@3D_GO No worries, I almost forgot the advice I gave you hahah
@@junoxvc hey, I got confused here. So I made a channel copy node and placed it right before the Out_Colour Null. Took a colour node set it completely white. Now In the channel copy node, the 1st input is connected to the output of the last composite node and the 2nd input is connceted to the colour node that is completely white. I didn't get the rest, also i am using houdini 19.0.455, if that matters
@@junoxvc thank
fucking shit i dont get the mask option in delete node in 33:55 i have tried for all day long please help me i am quitting !?!??!!??!?!?!