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Procedural Modeling in Houdini, Building Vegetation Attributes into Terrain

By May 10, 2013No Comments

Arri Danesh takes a look at Building Vegetation Attributes into Terrain, using height map information to build the terrain creating displacement using luminance.

In this lesson we will learn how to take an image map, in this case DTED data, and using VOPSOPs create a displacement using luminance

Once the terrain is created, Arri shows how Houdini can calculate the curvature, peaks and slop of the terrain model, storing and using this accumulated data to drive grass or snow attributes in the flat areas. Check out the tutorial for Creating terrain in Houdini using Procedural Modeling Techniques here.

lesterbanks

3D, VFX, design, and typography. Twenty year veteran instructor in all things computer graphics.