✧˖°. Houdini ⋆.˚
- Welcome
- Heightfields
- Scattering
- Procedural Modeling
- Nodes
- Attributes
- Selections
- Noise & VOPs
- Bricks & Stones
- Cliffs
- Roots
- Architecture
- Roads & Sidewalks
- Destruction | RBD
- Clouds
- PDG & TOPs
- UVs
✧˖°. Solaris ⋆.˚
- USD
- Layout
- FundamentaIs
- Natural Environments
- Urban Environments
- Space Environments
- Lighting
- Fundamentals
- Color
- Solaris Light Types
- Solaris Lighting Tools
- Example Shots
- Case Studies
- Glossary
Massing Model:
- Creation of the Base Shapes
- Low Resolution
Seeding:
- Heightfield Noise, HeightfieldDistortByNoise, HeightfieldDistortByLayer(New)
- Important because without it the Erosion would be boring and just fall down from the Top to the Bottom
- Still low Resolution
Lobing:
- Cutting into the Mountain (Important to do that before the Main Erosion)
- Low Resolution Erosion that tries to cut into the Main Features
- Nice big Breaks & Chunks
Remap:
- Artificially increase the Elevation of the Erosion to something thats higher than what would be normal in Reallife
- Goal: Create different looking Layers in the Mountain
- Afterwards create a new Layer with a Massing Model on Top of that (Do 2-3 times)
- Still low Resolution
Sample Up & Shape:
- Resample and then Sahpe → Repeat a few Times
- Shaping:
- Distort it even further so the Erosion will not be boring
- Add Swirls, Noise etc
- HeightfieldDistortByLayer
Re-Seed:
- Add more Obstacles for Erosion to hit
Erosion:
- 3 Erosion Passes:
- 1 Lobing
- 2
Shaders/Scattering