- 30 maps / Corresponding textures for erosion, occlusion, height on each tiles.
- 14 HDA / Tools to facilitate terrain workflow (Include a network example) :
AL_advancedScatter : Ever dream of scattering trees, rocks, easily inside of houdini ? This tool is made for you. Slope, Height, custom object or attribute distribution. Control over density and scale on each features.
AL_terrain_exporter : Split terrain in specified tiles, move UVs to corresponding UDIM tile and export terrain layersas texture map. (experimental build)
AL_terrain_loader : Load split terrain or single terrain automatically. Option to switch between lowres/highres model.(experimental build)
AL_snow_attributes : Generate snow attributes for procedural shading.
AL_water_attributes : Generate water attributes (Wetness, Beach, Waterlevel) usefull for procedural shading and scattering.
AL_smooth_variation : Apply a smooth filter driven either by noise or by a specific attribute.
AL_heightfieldmask_intersection : Generate a mask at the intersection of the object in second input.
AL_heightfieldmask_invert : Simple node to Invert heightfield mask.
AL_heightfieldmask_border : Generate a mask at the edges of terrain. Useful to normalize the edges.
AL_heightfield_border : Control soft borders of a terrain turnede into a mesh.
AL_dunemaker : Generate a dune model based on a curve plugged into the first input.
AL_attribute_contact : Generate an attribute based on the contact/distance of the second input.
AL_attribute_noise : Add a basic noise to a specified attribute
AL_delete_by_volume : Delete geometries by specified volume size. Usefull to get ride of small geoemtries/artefacts or isolate them.
Don't hesitate to send me feedbacks, I will improve the tools or clarify things accordingly as I am using and experimenting with them. :)
All the benefits are fully invested into a SciFI shortfilm I am creating during my free time. Your contribution is very valuable !
Happy Friday !
If you are bought "UltimateTerrainWorkflow - Project +AL-tools" I am happy to let you know that last updates are available for free right now in your artstation library.
- AL tools - otls.5.1.rar available for download
So what does this brings to the table ?? ...
AL-TerrainExporter update :
- UDIM orientation fixed / didn't actually noticed but UDIMs orientation were most of the time not following the terrain geometry. It is now fixed and should get ride of the visible seam that could appear at the texturing.
AL-AdvancedScatter update :
- Camera culling :
--- Now automatically find out the farthest point of your scene.
--- Get ride of the instances that could still appear behind the camera.
--- Better Backcull Padding : preserve the instances around the camera so it preserves potential geometries casting shadows.
- Use point Template :
Use point template was a handy feature to re-use pre made scattering as a base for instance scattering.
--- Request for FX artists : I extended this feature so you can use it on Moving particle. When you enable Use point template, it will now prompt a dialog asking if your scatter system is animated particles .
If click on yes this will automatically set the tool for particle geo instancing and attach a geometry to every particles.
Please note that this is very "Beta" and only randomly assign geometries at the moment. Also you must make sure your particle system is exporting an integer attribute called '"id"
Initially it wasn't made for FX (mostly static environments), so still a lot of things to figure out to make it really fx friendly. But we'll get there !
- Attach instances to an animated surface :
Before if you were trying to use AdvancedScatter on a moving geometry source, the scattering IDs and distribution would change at every frame. You can use this new feature to attach your instances to your animated geo !
Reference frame determine which frame you want to use to "freeze" the animation.
All these changes are possible thanks to your feedbacks and enthousiam to use the tools. So big thanks to you and special shout out to Ambrozie Pura !