JuWeiFan
Wang
FX Artist
Week2 Height Field Texture
Update: 6/17/23
Professor's suggestion Base on the week 1 result
Base on the suggestion, I lower the central mountain and add the detail from rocky mountains for reference of sharp peaks
The first one and second one is the mainly reference I followed.
Reference
Process
use clip to have base shape
Add details on the mountainside
node(click for detail)
Layer node to add sharp peak
node(click for detail)
Blur the hard edge
Erode again
scale down and convert to geo
Process Part 1
Camera movement
Camera movement setting (shot one)
Camera Rotation
Camera Transform
Sphere animation Setting
Sphere move track
Sphere animation setting
I set the camera and sphere animation like this, because I want the speed of the red ball gradually increases until it hits the mountain. About the camera is exactly the opposite way which can increase the feeling that the sphere is speed up.
Result
The red ball represents the movement trajectory and size of the water god (Afterwards, I will add particles and smoke around him, so he won't be as small and monotonous as he looks)
with camera
without camera
Process Part 2
Height Field Texture mask
check UV is correct
river bed mask
About texture mask I plan create 1.river bed 2. sediment 3. dirt 4. mossy 5. rock 6. snow
At present, this is my plan, and I may make further adjustments based on the actual situation in the future
the river I don't want it has the soft edge and I like what I had, so I use the wrangle to make the soft edge from 0< soft edge < 1 become 1 (the riverbed mask is the attribute that I make)
before
after
Next is to blur the sediment and debris mask from erode node (Remove graininess)
before
before
after
after
After adjust the different mask I will base on this mask to add my own mask by vop node.
sediment
I use the fit range to make the mask more clear
rock
Determine the distribution of stones texture by calculating the degree of the y-axis of the normal, the central mountain I don't want to include all of that. So I may need to fix that use attribute paint later.
mossy and dirt
mossy
dirt
snow
Right now I finish the mask procedurally, then I will adjust them manually.
after I assign the texture to the height field I will base on the result and reference adjust again.
Manually Adjustment
mossy
dirt
rock
snow
Lighting (Shot one)
overview
shot one
Process Part 2
Height Field Texture
Reference (grass and rock(mountain))
grass and rocks but mainly the grass
base on the reference I found four textures and to see what is the best option (after testing I chose the second one as all the texture's base and first one as the mossy texture)
render to check the result (need change uv)
before
after UV scale 35
after UV scale 45
displacement too much
displacement 0.25
Add mossy layer
the first one looks like too green don't look like reference{darker and little bit yellow or grey}(displacement 0.5)
better but little too dark
little too green
Add rock layer
the final one
grass and rocks but mainly the rocks(mountain)
the color is close to the snow
beter
still little white
Final 1
Final 2
for me I like this one, cause it not too yellow and close to the reference
Final 3
I think this one also look great in different style. and also to the reference
meanwhile will make the snow stand out more
I will decide what texture I will use between Final2 and Final3
Add dirt layer
this mask is the transition between the rock and grass
reference is the dark part
too dark
too bright
more natural but still dark
like this feeling but the pattern repeat Too obvious
after try different texture I had to adjust the base layer texture's gamma.
So far, I think this transition is the most natural
Add snow layer
cause the snow is pure white and the distance is far away so the texture is not that important
Add river bed layer
Because the riverbed texture will used in the third shot, In shot one the riverbed is still a hill, so the element about riverbed need to be decrease, but it still need to be look like the riverbed.
the pattern and too dark
Adjust the texture data
after adjust the reflection
Readjust the texture mask
Camera movemrnt
I create another camera movement,
v1
v2
Bibliography
Texture
https://quixel.com/megascans/home?category=surface
(311) Houdini | Motion Path Animation - YouTube
https://www.youtube.com/watch?v=MFg3lB7PCRM
(311) Houdini attribute vop tutorial. LESSON 6 - YouTube
https://www.youtube.com/watch?v=6gLq7HdkM-Y&t=191s
Reference
Part1 mountain shape
https://xsj.699pic.com/tupian/1rhg6b.html
https://www.summitpost.org/le-dru-from-montenvers/261614
https://commons.wikimedia.org/wiki/File:Dent_du_G%C3%A9ant,_2010_July.JPG
Reference2 (grass and rock(mountain))
https://huaban.com/pins/1666901533
http://www.netbian.com/desk/11806-1280x800.htm
https://www.quanjing.com/imgbuy/QJ5100799961.html
Reference3 Rock Layer
https://en.wikipedia.org/wiki/Mount_Triumph
https://adventure.com/queremos-parque-santiago-chile/
https://www.summitpost.org/le-dru-from-montenvers/261614
Reference4 Dirt Layer
https://www.quanjing.com/imgbuy/QJ5100799961.html
https://adventure.com/queremos-parque-santiago-chile/
Next Week
tress and grass modeling or particle and pyro