Day 30 | SideFX Labs | Region from Image | Image
5447 34 0- ciaoZ
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- oliviacefai
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I went for the supposed use of this node (terrain creation) because I wanted to really learn how to do it. But I did not anticipate the level of worked required for such an idea - this was a bit too ambitious project for one day, but I got it working: meet my entirely procedural golf terrain generator!
I started by tracing the features in affinity designer to create a color coded PNG map. This tracing was on top of heightfield which I created in Houdini using real geo data so that the elevation of the terrain would match reality. (This is the Hole no 1 of the golf club close to were I live).
I found this example particularly suitable to demonstrate the usability of this node because each golf hole (there are 18) has exactly the same set of features: 3 different types of grass zones, bunkers, water ponds, a green, a flag, starting zones and trees (there should be also more type of bushes and roads but I did all I could in one day). So I now just need to trace the features of the other holes to generate other maps.
I went into a little detour by creating a lowpoly tree generator that scatter randomly different types of trees (using two for loops inside each others). It was also an opportunity to revisit the hair generator lesson - for the high grass types (called "rough" in golf)
I also created all the different shaders procedurally, using Mtlx voronoi 3d noise and checkboard maps to create normals and color variations. This part took quite some time because I wanted to build an infographic look which is not so common to do in 3D.
I started by tracing the features in affinity designer to create a color coded PNG map. This tracing was on top of heightfield which I created in Houdini using real geo data so that the elevation of the terrain would match reality. (This is the Hole no 1 of the golf club close to were I live).
I found this example particularly suitable to demonstrate the usability of this node because each golf hole (there are 18) has exactly the same set of features: 3 different types of grass zones, bunkers, water ponds, a green, a flag, starting zones and trees (there should be also more type of bushes and roads but I did all I could in one day). So I now just need to trace the features of the other holes to generate other maps.
I went into a little detour by creating a lowpoly tree generator that scatter randomly different types of trees (using two for loops inside each others). It was also an opportunity to revisit the hair generator lesson - for the high grass types (called "rough" in golf)
I also created all the different shaders procedurally, using Mtlx voronoi 3d noise and checkboard maps to create normals and color variations. This part took quite some time because I wanted to build an infographic look which is not so common to do in 3D.
- Mattermantra2
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- vasil-hristov
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- hediedscreaming
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Desk at deadline...
Keyboard is region-from-image using a top view of a Mac-style keyboard. Cat frame I painted then rfi'd. Holo clock display rfi'd from photo.
Guest starring my cat, Marple.
Keyboard is region-from-image using a top view of a Mac-style keyboard. Cat frame I painted then rfi'd. Holo clock display rfi'd from photo.
Guest starring my cat, Marple.
Edited by hediedscreaming - 2024年3月30日 23:58:27
--
Program testing can be used to show the presence of bugs, but never to show their absence! -- Dijkstra
Program testing can be used to show the presence of bugs, but never to show their absence! -- Dijkstra
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