2: Biomes - Procedurally Generate Masks from Real Terrain Data using LIDAR and Houdini

Описание к видео 2: Biomes - Procedurally Generate Masks from Real Terrain Data using LIDAR and Houdini

The second video in my Landscape series, this time looking at the fastest way to extract high quality terrain layer textures, otherwise known as Weightmaps or Splatmaps, from real world heightmap data.

Whether you create your own terrain material, or source one from the marketplace or elsewhere, Terrain Layer Weight maps are a necessary step when it comes to texturing your terrain. As they create an appearance of complexity and naturalism, which can not easily be achieved with hand-painting or terrain-auto materials alone.

This is not a terrain material tutorial. Terrain materials will be the subject of a future tutorial.

If you enjoyed this video or found it useful, and would like to see more content like this, please like and subscribe!

Chapters
00:00 Previous Video Recap
00:35 Intro
02:11 Organising Nodes and first Layer Output
04:23 Flowfield
06:24 Landscape Auto Materials
09:00 Choosing Layer for Export
10:40 Filecache
12:04 Saving first Layer to disk
13:08 Mask by feature: Occlusion
18:30 Mask by Feature: Curvature
23:35 Opening Unreal
24:50 Creating a placeholder material to display Weightmaps
30:30 Creating Landscape Weight-Blended Layer
32:25 Importing Weightmaps
36:08 Outro

Auke's free Landscape Shader:
  / free_unreal_engine_landscape_shader  

Houdini isn't scary Episode 1:
   • Houdini Isn't Scary - Part 1: Basics  

Entagma Houdini in 5 Minutes
https://entagma.com/houdini-in-five-m...

Комментарии

Информация по комментариям в разработке