Ludvík Koutný
Ludvík Koutný
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Recent Forum Posts
How to get acceptable quality Heightfield Masks? July 5, 2024, 3:38 a.m.
paulmarkd
Hi Ludvík, would you be able to share an example of your setup?
Here's the file:
How to get acceptable quality Heightfield Masks? July 1, 2024, 11:14 a.m.
Hi,
I am trying to use Houdini as an alternative to WorldMachine for terrain erosion, but no matter what I do, the results are abysmal. Even at excessive resolutions (8k) which take ages to compute, the resulting masks are extremely noisy, even with post smooth enabled.
I am getting all sorts of banding and pixelation artifacts, which make these masks unusable in the game engine, because they are very obvious:
For comparison, this is how the masks look from WorldMachine:
I tried playing with every single value in the HeightField erode node but nothing helped. There doesn't seem to be any samples setting I can increase to get rid of extreme noise and aliasing/pixelation.
How do I do reach acceptable quality of the masks? The only thing that works is using obscene heightfield resolution, like 16k, but the memory often runs out and the calculation times are unacceptable for any reasonable degree of iteration/lookdevelopment.
I am trying to use Houdini as an alternative to WorldMachine for terrain erosion, but no matter what I do, the results are abysmal. Even at excessive resolutions (8k) which take ages to compute, the resulting masks are extremely noisy, even with post smooth enabled.
I am getting all sorts of banding and pixelation artifacts, which make these masks unusable in the game engine, because they are very obvious:
For comparison, this is how the masks look from WorldMachine:
I tried playing with every single value in the HeightField erode node but nothing helped. There doesn't seem to be any samples setting I can increase to get rid of extreme noise and aliasing/pixelation.
How do I do reach acceptable quality of the masks? The only thing that works is using obscene heightfield resolution, like 16k, but the memory often runs out and the calculation times are unacceptable for any reasonable degree of iteration/lookdevelopment.
Labs Maps Baker/Simple Baker how to set UV channel? Oct. 19, 2023, 8:36 a.m.
Hi,
I have a trivial task. I need to UV and normal bake a bunch of game assets where the first uv channel has overlapping UV map for tiling textures and second UV channel is a non overlapping UV map for baking normal map and scratch/grime masks.
I can't figure out how to set which UV channel the Labs Maps Baker or Simple Baker use to bake into. I must be blind but I can't find any setting for it. Where is it?
I have a trivial task. I need to UV and normal bake a bunch of game assets where the first uv channel has overlapping UV map for tiling textures and second UV channel is a non overlapping UV map for baking normal map and scratch/grime masks.
I can't figure out how to set which UV channel the Labs Maps Baker or Simple Baker use to bake into. I must be blind but I can't find any setting for it. Where is it?