How is it like working "as satanic artist"? Jokes aside, it took me a while to be ready for this tutorial and today i am very gratefull for it. Wish you explained more in depth the LOD part.
great overview thanks for sharng! I am curious about the cops procedural texture build. It is awesome to have that power inside houdini and not jumping to 3rd part software for every single piece of geo. Bilichenko did brief example of cops texturing as well during vellum cloth presentation. Can we have an access to the scenes so we can make some reverse engineering?
You can bring the scattered rocks into the hightfield, heightfield mask by object, adjust the mask according to your needs and transform the heightfield by that mask.
One question.. When I want to instance geometry with the new attributefrompieces, what should I do to keep the geometry's material? I can't find a way my grass shows up right :(
"Like so!" Girl.... there is no reason in just " showing us" the nodes. you have to click on every node and make it visible what you are actually talking about...
Emily is amazing!
How is it like working "as satanic artist"? Jokes aside, it took me a while to be ready for this tutorial and today i am very gratefull for it. Wish you explained more in depth the LOD part.
Is there a direct link to the example files mentioned about 9minutes 30 seconds in? Thx!
how does foreach point work at 5:39? what's in the nodes themselves?
great overview thanks for sharng! I am curious about the cops procedural texture build. It is awesome to have that power inside houdini and not jumping to 3rd part software for every single piece of geo. Bilichenko did brief example of cops texturing as well during vellum cloth presentation. Can we have an access to the scenes so we can make some reverse engineering?
This is great. Would be better if there were a sample .hip to follow along.
Hi How Do We Raise The Terrain A Bit Around Scattered Objects To Make It Look More Natural? Thanks
You can bring the scattered rocks into the hightfield, heightfield mask by object, adjust the mask according to your needs and transform the heightfield by that mask.
Or simply use a "heightfield project node" to project the rocks you scattered onto the heightfield and merge your rocks over.
what is the VEX to merge the mask pls I'm struggling ?
One question.. When I want to instance geometry with the new attributefrompieces, what should I do to keep the geometry's material? I can't find a way my grass shows up right :(
Why Don't They Answer, People Need Help, If They Truly Cared, They Would Answer
@@LeoMastroTV 🤨
Is karma faster than mantra
@@botarate5119 i mean for the gpu
@@yousefyaghoobi282 Karma is only CPU for now
How did you stack your LODing with your distance from camera per object type?
Nice voice :)
"Like so!" Girl.... there is no reason in just " showing us" the nodes. you have to click on every node and make it visible what you are actually talking about...