Hi
Anybody know of a tutorial on how to import dem data or geotifs in houdini to create realistic maps -
Failing that, does anybody know how to do it?
Many thanks
Jake
Dem data - geotifs
6627 8 0- blacksheep
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- edward
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I've never tried but perhaps this mailing list thread may help you:
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=IDX&exactsubject= [sidefx.com]%20importing%20dem%20data&perpage=20&revdate=off
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=IDX&exactsubject= [sidefx.com]%20importing%20dem%20data&perpage=20&revdate=off
- blacksheep
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- Sty
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- edward
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- Sty
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- edward
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Sty
i see…i subscribed and nothing until now
There's been no posts. You can always see the web archive here (and note the sparsity of the traffic)
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212 [sidefx.com]
- protozoan
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Handling geotiffs is reasonably easy.. they are in fact just tiffs with a bit of additional metadata.
It depends on how they are made, but usually they contain a simple height map representation of the surface, with the values in meters.
If you look at them with a viewer like xnview they will most likely look 100% white, depending on where the snippet is from, the expected values are something like 100 to 4000 for the Swiss Alps for example.
So you can either:
- use a tool to convert the range (I use Nuke for that, but you can use all sorts of tools) to 0-1
- leave the range as it is and deal with it in the displacement shader
You would then convert the tiff to a .rat (using the normal iconvert workflow, like “$ iconvert alps.tiff alps.rat”), put down a grid in houdini and use the .rat you just made as a displacement map.
Either way, if you left the values like they are or converted them to 0-1, you will have to take care of the overall scale yourself (so that the height matches the grid length)
For a quick viewport preview, you can sample the map in VOPs and just push up the grid points accordingly.
One thing you have to remember: most geotiffs I encountered don't clip at the sea level, but include underwater scenery.. so if you want to have a flat water surface, you might want to clamp it at some point.
That's basically it.
It depends on how they are made, but usually they contain a simple height map representation of the surface, with the values in meters.
If you look at them with a viewer like xnview they will most likely look 100% white, depending on where the snippet is from, the expected values are something like 100 to 4000 for the Swiss Alps for example.
So you can either:
- use a tool to convert the range (I use Nuke for that, but you can use all sorts of tools) to 0-1
- leave the range as it is and deal with it in the displacement shader
You would then convert the tiff to a .rat (using the normal iconvert workflow, like “$ iconvert alps.tiff alps.rat”), put down a grid in houdini and use the .rat you just made as a displacement map.
Either way, if you left the values like they are or converted them to 0-1, you will have to take care of the overall scale yourself (so that the height matches the grid length)
For a quick viewport preview, you can sample the map in VOPs and just push up the grid points accordingly.
One thing you have to remember: most geotiffs I encountered don't clip at the sea level, but include underwater scenery.. so if you want to have a flat water surface, you might want to clamp it at some point.
That's basically it.
Martin Winkler
money man at Alarmstart Germany
money man at Alarmstart Germany
- Sty
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edwardSty
i see…i subscribed and nothing until now
There's been no posts. You can always see the web archive here (and note the sparsity of the traffic)
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212 [sidefx.com]
Oh man, thanx again..i thought i was going to receive email notifications for every new post
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