Week 10 : Houdini Lesson 10 (Height Field – last lesson)

The last lesson of Houdini is to learn how to create a plain using the numerous nodes beginning with ‘height’. Then Medhi goes into how to create water within the plain. I didn’t get to attempt to make any terrains but I did watch it through and took notes of how to do each part and screenshots of the workflow to refer back to.

Using a height field we can ad noise to make different surfaces which create different shaped terrains to play with.

  • height field node: plain but its volume
  • not voxels but they are 2D volume
  • height field noise

Using attribute noise to a grid does near enough the same thing however I think that that different height nodes to use means there is more control and more options in your terrain.

  • add volumes to height
  • similar to grid and add noise
  • could also use mountain node
  • height field mask blur – colour visualiser
  • volume wrangle
  • height field distort
  • height field terrace
  • noise and distort means and interesting patterns

Adding several layers at a time means that you create a more detail terrain which is not the same in each area making it look more realistic.

  • add these several times to create layers

Add water:

  • grid
  • noise attribute
  • colour
  • null – _OUT_water
  • height field layer
  • height field terrace
  • height field erode
  • convert height field node
  • sub network input
  • null – in model
  • height field progress
  • null

Height field erode means that there can be layers on top of each peak which might be snow then rock then grass. This adds more detail and layer in a different way.

  • height field
  • height field drawn mesh
  • height field noise

My Houdini Evaluation:

This was the last lesson of the Houdini lessons for the term. It has definitely been what I have spent more my time learning as i found it fascinating and very rewarding once I have figured out how to finish a task.

I have much preferred the work I am doing in Houdini than any other of the pathways so I feel like for term 3 I will be specialising in Houdini FX for both my self initated projects and the collaborative.

I don’t feel like animation is really my strong suit as I don’t feel I have massively improved and find splining so ridiculously difficult. I think my second choice would be match move. However, Houdini is very mathematic and procedural which is quite a hard thing to be. I think that its harder to be good at Houdini as it is so difficult so I think I would like to use my mathematic/physics side combined with my creative side to create some really cool FX art.

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