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In part 2 of tutorial #35 I continue where we left off discussing further scattering assets and how we can control them using attribute painting. I also go over how you can scatter assets around previously scattered points using the Scatter and Align SOP and the point constraints. Since this is all procedural it easily allows us to edit our scatter masks and have them automatically filled with out scattered assets.

I will also go over making a kind of wet mask manually using some attribute painting on some of our rock assets to vary the Megascans shaders roughness and color to better integrate them into our environment. I also go over the importance of object bounding box scale when scattering using the new Houdini scattering tools. Finally I go over displacement and some of the issues Megascans bridge has when loading in assets.

In part 3 next month I will be going over the abstract shape using the ripple solver and how we can control the look along with looping the animation before rendering for Altus CLI and finally color correcting in Davinci Resolve.

thanks again guys for all the support!

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Patreon Tutorial #35 - Rocky Environment - Part 2

This is "Patreon Tutorial #35 - Rocky Environment - Part 2" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

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