JuWeiFan
Wang
FX Artist
Week13 Work Progress (Fall quarter week2 and week3)
Update: 9/19/23
Process Part 1
Adjust terrain mask part (snow)
Thesis Committee's suggestion Base on the result
Base on the suggestion(the snow texture looks too soft), first I change the snow texture firm 2k to 8k and then use the higher resolution to render
The result still look soft. So I readjust the attribute paint (snow). I render two version of the snow mask. to make sure the snow part without the soft edges(more red part ,less green part).
After talk to the committee it finds out the problem comes from the motion blur, and I will Separating the layers to render the particle part and terrain part.
no motion blur
Week Plan
Process Part 2
Rock Generator
First I plan to make the stone become the little tool, So every part need to procedural.(you can control the attribrandomize 's global seed to get the random size of the tube )
this part is to control the roundness by control the mix node in attribute vop.
adjust the normal blur by attribute blur and also adjust the position by the attribute blur
before
After
Create the distort by vop node. first use aaflownoise to create the basic distort shape , and then use the turbnoise to add detail(small noise). also for next step (make tool) create another parameter to link to the offset of the two noise node(remember to use the float to vector node otherwise it will only control X value.),
use the remesh node to avoid the point being stretched.
before
After
use the measure node to measure the curvature and then use the attribute blur to blur the curvature(get smooth transition)
before
After
next step is to use the attribute promote to promote the curvature data from the point to detail (get min and max data)(Remember click off the delete original)
And then import these two data to the vop node and fit range it to make sure these data will be fit range from 0 to 1.and then delete the data in the detail level.
Also cause I need this part several times so I subnet it and create little tool.
Also in houdini 19.5 the right mouse bottom don't have the create the new digital asset from selection. it should choose that from menu
then the normal need to blur again.
before
After
next use the attribute vop node to cut off in direction and give stone shape a noise also control the the rate of the sharpness on edge
and then use the peak node to peak inside by the attribute that I create in vop node (curvature scale) and *-1(to make sure it will peak inside)
before
After
And use the match size node to prepare for the stone can set on the ground.(remember to click off the uniform size)
before
After
Choose the bottom point and make it become a group.
and then use the soft selection to make the stone can set on the ground
next step is to create the little gap on the stone. use the same way to fit range the curveture
And then use the vop node to create the noise and link to the compare node (us the float to control how much noise part you want to keep) and then use the attribute blur to blur the curvature to make sure in the next step the peak part will have a smooth transition.
In this part, use the displacement normal node to make the chosen part(attribute curvature) to peak out. to make it will peak inside it need make the displacement normal's scale to be negative number
The transition is still too hard, use the attribute blur to blur the position
And then, make this node become subnet work. and choose parameter that I need to the higher level.
Process Part 2
Second Layer Of The Terrain
My idea is to build a terrain inside the existing one, so that after the first layer of the mountain shatters, the second layer of the waterfall's terrain will appear. This way, there will be no need to continuously solve and adjust fragmentation situations
before that I need to do some test to make sure this plan will work, So I create test file to test it
Test file
first layer
second layer
Same setting to the first layer, the different is to make the second layer(waterfall terrain) to be little bit bigger than the first layer (mountain layer)
After boolean (Technically will work)
Reference
base on the water position, I create the rough shape of the waterfall terrain. the reason why I make the valley more deeply then the water god position is I want to save some space for the water(it still will adjust when I start on the water simulation)
adjust some mask and paint.
use boolean node to remove excess parts
before
After
create the gap (height field project node (minimum type))
waterfall layer and mountain layer render together without boolean
same as the test file to boolean the mountain terrain and waterfall file
the waterfall part need little bit bigger
adjust
two layer
original
It's hard to see the difference
waterfall terrain
Bibliography
Reference
Stone
https://www.youtube.com/watch?v=dVAlnRW8qI4
Subnet
https://www.youtube.com/watch?v=0uCrncu6_cY
https://www.youtube.com/watch?v=ybk8XWBnO4o&list=PLXNFA1EysfYnnm2-UZmxrd-MWC7LTWEVl
https://www.youtube.com/watch?v=WYU-MdpA9qc&list=PLXNFA1EysfYnnm2-UZmxrd-MWC7LTWEVl&index=2
https://www.youtube.com/watch?v=tWjIWEgoOf8&list=PLXNFA1EysfYnnm2-UZmxrd-MWC7LTWEVl&index=3
https://www.youtube.com/watch?v=FRFyZTxSQt4
waterfall