Houdini地形制作手册Terrain Handbook

Houdini地形制作手册Terrain Handbook

Terrain Handbook 01 _ Introduction _ Brief Overview

This tutorial series covers everything that you will likely ever need, to understanding how to create terrains in Houdini. Starting from foundation layer of HF nodes and their functions, to using generated masks to create textures in COPs, to scattering geometry using said-masks, to applying and rendering them in a LOPnet with Karma.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
本教程系列涵盖了您可能需要的所有内容,以了解如何在 Houdini 中创建地形。从 HF 节点的基础层及其功能开始,到使用生成的蒙版在 COP 中创建纹理,到使用所述蒙版散射几何体,再到在带有 Karma 的 LOPnet 中应用和渲染它们。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 02 _ Heightfields _ Basics

Fresh to terrain tools in Houdini? Here, Nikola Damjanov goes over the main heightfield nodes that will be used to create our biomes. In the end, we are working with noises and masks, but we need to know how to control those.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
Houdini 中的地形工具新鲜吗?在这里,Nikola Damjanov 浏览了将用于创建我们的生物群落的主要高度场节点。最后,我们正在处理噪音和遮罩,但我们需要知道如何控制它们。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 03 _ Dusty Biome _ Making the Heightfield

We start with drawing some curves to define our mountain ranges and then gradually build up all the ridges and terrace details. We will also prepare the masks, which will be important when we go to the texturing step.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
我们首先绘制一些曲线来定义我们的山脉,然后逐渐建立所有的山脊和梯田细节。我们还将准备面具,这在我们进行纹理步骤时很重要。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 04 _ Dusty Biome _ Textures in COPs

The beauty about heightfield masks is that you can use them for not only sculpting your terrain, but you can use same masks to shade it after, without any additional work. We go to into COPs context, pull in our masks and use composite nodes. All of them. We also add some extra cartography details.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
高度场遮罩的美妙之处在于,您不仅可以使用它们来雕刻地形,还可以在之后使用相同的遮罩对其进行着色,而无需任何额外工作。我们进入 COPs 上下文,引入我们的掩码并使用复合节点。他们都。我们还添加了一些额外的制图细节。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 05 -_Dusty Biome _ Scattering Details

Now we will dress our terrain with rocks. We will do the initial scatter with a cube. Yes, with the humble cube, you will be surprised how you can create some effective shapes, especially after some VDB processing!

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
现在我们将用岩石装饰我们的地形。我们将使用立方体进行初始散射。是的,使用不起眼的立方体,您会惊讶于如何创建一些有效的形状,尤其是在经过一些 VDB 处理之后!

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 06 _ Fiery Biome _ HF Breakdown

Heightfields are limited to 2D axis, but I will show you a trick in which you can get overhang details! We do some post-processing and keep the details to the lava bits, but you can at least keep this trick in the bag and know that you can get interesting results from tuning the noise types and settings!

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
高度场仅限于 2D 轴,但我将向您展示一个技巧,您可以在其中获得悬垂细节!我们进行了一些后期处理并将细节保留在熔岩位中,但您至少可以将这个技巧放在包里,并且知道您可以通过调整噪声类型和设置获得有趣的结果!

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 07 _ Fiery Biome _ COPs Texture Breakdown

Now we will colour the lava rocks using the same methods of grabbing masks into COPs and compositing colours over each other. Be sure to have SideFX Labs installed, if you want to generate colours quickly (like from reference images) using Sample Screen Colours.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
现在我们将使用相同的方法为熔岩上色,将蒙版抓取到 COP 中并在彼此上合成颜色。如果您想使用 Sample Screen Colours 快速生成颜色(如从参考图像中),请务必安装 SideFX Labs。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 08 _ Icy Biome _ HF Breakdown

We’re going to make some crunchy snow, push some terrace cliffside details out – and of couse we’ll do the usual prep work of writing out masks, which we’re going to plug into COPs to generate displacements, snow, and some hint of colour.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
我们将制作一些松脆的雪,推出一些露台悬崖边的细节——当然,我们将做通常的准备工作来写出面具,我们将把它插入到 COP 中以生成位移、雪和一些颜色的暗示。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 09 _ Icy Biome _ COPs Texture Breakdown

Nothing really new here, if you didn’t already watch the Dusty/Fiery biome parts. If you haven’t, then hey – we’re going to use VOP COP2 Filter, Composite, Color, Levels, Noise and a few more nodes in the COPs context to generate our textures. We stay in Houdini and do it all here!

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
如果您还没有看过 Dusty/Fiery 生物群落部分,这里没有什么新东西。如果你还没有,那么嘿 – 我们将使用 VOP COP2 过滤器、合成、颜色、色阶、噪声和 COPs 上下文中的更多节点来生成我们的纹理。我们留在胡迪尼,在这里做这一切!

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 10 _ Icy Biome _ Scattered Trees

A sprinkle of a small forest of trees, which we’re going to generate the base tree, using the Labs Tree tool. We’ll prepare some simple UVs for it and then do the actual scattering across our icy terrain using… yes of course, you guessed it, masks.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
一小片树林,我们将使用实验室树工具生成基础树。我们将为它准备一些简单的 UV,然后使用…在我们冰冷的地形上进行实际散射……是的,当然,你猜对了,面具。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 11 _ Dusty Biome _ Shaders & Rendering

So, the final part is to prep a piece of geometry with UVs, on which we will apply all the textures we generated for it. Since we are going to be using a displacement map, it’ll just be a grid that we create. And yes, we will take this and the scattered rocks into LOPs and assemble our textures/materials, to render out some crunchy sharp pixels in Karma.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
因此,最后一部分是准备一块带有 UV 的几何体,我们将在其上应用我们为其生成的所有纹理。由于我们将使用置换贴图,因此它只是我们创建的网格。是的,我们将把这个和分散的岩石放入 LOP 并组装我们的纹理/材料,以在 Karma 中渲染出一些脆脆的像素。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 12 _ Fiery Biome _ Shaders & Rendering

We will run through the setup which is the same as I used for the Dusty Biome. If you want to see step-by-step, then hop back to that video. We look at the material network for the rock and lava, and do some final colour adjustments to our texture maps. Just final tweaks to get it a bit tighter with contrasts and stuff like this.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
我们将完成与我在 Dusty Biome 中使用的设置相同的设置。如果您想逐步查看,请跳回该视频。我们查看岩石和熔岩的材质网络,并对我们的纹理贴图进行一些最终的颜色调整。只是最后的调整,让它通过对比和类似的东西变得更紧密。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

 
 
 

Terrain Handbook 13 _ Icy Biome _ Shaders & Rendering

We use just a grid with UVs, on which we will apply our displacement map to displace the geometry with. We grab also the trees and scatter them in LOPs, using the Copy to Points Instance LOP. Yep, we’re still using the scattered points we generated previously in SOP context. Let’s put it all together and do the final tweaks, while looking at Karma in the viewport.

See the rest of the videos and download the project file here:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook
谷歌翻译:
我们只使用一个带有 UV 的网格,我们将在其上应用置换贴图来置换几何体。我们还抓取树木并将它们散布在 LOP 中,使用复制到点实例 LOP。是的,我们仍在使用我们之前在 SOP 上下文中生成的散点。让我们把它们放在一起并做最后的调整,同时在视口中查看 Karma。

在此处查看其余视频并下载项目文件:
https://www.sidefx.com/community-main-menu/complete-a-z-terrain-handbook

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