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Part 1 of a 2 part series covering the entire process of generating an environment completely inside of Houdini. We will be using the principles from our previous tutorials and assets to put together this new scene. This first part of the tutorial covers the foundation of building the terrain, lighting the scene, and laying out some OpenVDB cloud assets. 3 hours of tutorial for part 1. Files are linked below including a readme trxt document with a link to a Cloud VDB collection i recommend people biy for $2.

The second part will cover scattering more assets like trees and rocks and will also cover the shading and final animation render. That tutorial will arrive next month. Thanks again everyone for all the support!

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Patreon Course - #11 - Island Environment Layout - Part 1

This tutorial will be a 2 part series covering the entire process of generating an environment completely inside of Houdini. We will be using the principles from...

Comments

Anonymous

Hey S, I'd LOVE to have projection painting part showcased in part 2. Please make it happen, this would be a huge lifesaver. Thanks in advance!

Saul Espinosa

It might end up being 3 parts depending on how long part 2 ends up being but I will get to it. Part 1 was more about layout early lookdev, part 2 is up-rez of terrain, ocean surface, shading, and scattering, part 3 is likely projection painting and compositing the camera move.

Anonymous

Hello! Thanks for making these extensive environment tutorials. This is exactly what I need for my current project. I am just getting started but I am having trouble getting the smaller outlying islands you create using the Erode node at 10:30. I am using all default settings. Maybe something changed in this node since the video? I spent quite awhile messing around with the various erosion parameters but could not create these islands. Any ideas on what I should adjust to make those?

Saul Espinosa

Hey Brad, indeed the erosion model changed from H16.5 to H17 so if your using 17 the erosion is a bit different and has different controls now but it is faster to process now too. This tutorial was made with the original erosion model in 16.5. what you can do is scatter shapes onto the terrain and then project that geometry detail onto the heightfield though.

Anonymous

ah ok, that makes sense. Any thoughts on how to create those lovely little islands?

Saul Espinosa

You can try scattering crude geometry shapes onto the surface then use the heightfield project node to project those shapes down to the surface before eroding.

Anonymous

Hi Saul, I'm looking to make a glacier/iceberg terrain in Houdini. I want to create miles and miles of glacier that I can have some jet planes fly over for an intro type scene. How would you suggest I adapt this tutorial to extend the terrain for miles and miles, while also allowing for beautiful closeup shots of the icebergs at the edges?

Saul Espinosa

I would use a procedural system similar to what I showed in the recent RockGen HDa PDG/TOPs tutorial. Then I would just swap out the low poly with high poly procedural rocks when your close/far away from the instanced points on the ocean. For the close ups some nice materials will also go a long way.

Anonymous

Hi Saul, I've got some problems with lighting my clouds next to the atmospheric lighting. At the moment the clouds don't receive enough light. Just increasing the light's intensity, lights the clouds more, but the atmosphere too much. I tried light linking to set up a light just for the clouds, but that doesn't seem to work? I tried creating an actual atmosphere from a volume like I've seen in the Heightfield Scatter tutorial which gives a nice look, but combining that with the clouds gives me lots of fire flies on the clouds here. I cranked up the general samples, overrides and GI Brute force rays, but nothing seems to remove them. Only removing the GI fuily removes them, but I need the GI.. Would you have any advice?

Saul Espinosa

Unfortunately, light linking volumes is not supported yet in Redshift as you have found out. Do you need scattering in the global volume also or are you just using it to add atmospheric fog/depth? If you don't need god rays/scattering of light in the global volume fog you can just disable scattering completely so that the light influence will only affect the clouds really. The only other way around this is to indeed use the dual volume method which does require a lot more samples typically. Usually, 512 volume samples are fine but you will need a lot of GI samples easily 4096+. Remember that local samples are still much faster than unified samples and that 4096 samples are only 64 samples (64x64 = 4096) in other render engines since they use exponential samples.

Anonymous

I'm just following the tutorial, but I didn't like how the clouds are lit, just trying to get an understanding, so I can apply it elsewhere later. In the dual volume method I am now at 8192 rays, 4196 volume samples, and 2048 light samples, and and I am still seeing those white fireflies. At some point increasing the samples does't seem to do more to increase the quality. It's strange to me, because in the heightscatter tutorial I'm not seeing this, and the settings are much lower.