3D World

GENERATE A REALISTIC SANDY TERRAIN IN HOUDINI

n this tutorial, we are going to learn how to use heightfield tools and the Vellum Grain Solver to create realistic sand elements. We will go through various methods to properly art direct the scattering of grains throughout the terrain and techniques that will cut down on simulation time significantly. We start the tutorial with pre-made terrain geometry and create an occlusion mask to control where the sand is generated. We will then convert this to geometry and create depth using VDB tools and attribute paint nodes. From there we split the geometry that will be static and the elements that will interact with the animation. We pre-solve the simulation to ensure the grains are natural and

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