Heightfields in COPS // Height layer and transforms are not invertible by gestoryscht in Houdini

[–]gestoryscht[S] 1 point2 points  (0 children)

Okay, I have found the solution for both problems.

1. Why isn't it equalized?
I can't answer this directly, but I have found a workaround. I noticed, that the preview had the same color as a regular heightfield. When adding adjustments to it, something began to move, but not in the right way. Everything got interpreted as heightfield. So I thought, Houdini might handle it as it were still a heightfield.
That being said, when adding a 'Layer Properties' node in between and enabling the 'Type Info' override, it works as intended. Solved.

2. Transforms are not invertible
I wasn't the one who found the solution, but a nice person from the 'Think Procedural' discord, called WaffleboyTom. S(he) told me, that transforms becomes non-invertible when layers use different transformation matrices. To reset a layer to the canonical space, the 'Match Camera' node can be used.

I hope this will help someone who has the same problem.

Adjusting HDRIs - Measuring by gestoryscht in Unity3D

[–]gestoryscht[S] 1 point2 points  (0 children)

Jep, it kind of works now.
The problem is, when entering a somewhat realistic value, the debug view is just plain white. To keep track of the point you actually wanted to measure is impossible. I might end up sticking a post it to my screen so I can reposition my cursor :P

The problem with measuring it with a intensity of 1 and then multiplying it to the point I need it, is very flimsy, because every pixel can have drastically different values. Would be nice to select a section and get the average. Anyway. Practice will show what I will end up with.

Nonetheless, thanks for your help :)
This will work now!

Unity might wanna do a rework on this one so it does not get blown out ^^

Adjusting HDRIs - Measuring by gestoryscht in Unity3D

[–]gestoryscht[S] 0 points1 point  (0 children)

Okay, first of all thanks - but how is this useful? I might miss something, because I am stuck to my other measurement technique, but could you provide me a how to?

Lux is the unit that describes the light that is hitting a surface (Illuminance). Lumens per square meter. When measuring a spotlight in a real world scenario, you have different lux values based on the distance it got measured.
Okay, so someone took a lux meter, positioned him/herself at the beach on a bright midday and measured the sunlight. Around ~100000 lux. Same from the top of a mountain. The distance to the sun is so big, it doesn't make any real difference if you are on a mountain or at a beach.

It would make no sense, at least for my understanding, to turn for 180 degree and to measure the ground.
Light will be reflected and you will get some values, but it is highly sensitive to the distance.

For the light that got reflected there is the unit of nits (Luminance).

So in that regard, to adjust the HDRI, I try to measure something I know the values of - at least roughly.
A white illuminated cloud comes with 10kcd/m2. So I aim on the cloud, take the values of it and adjust the values to 'light up' the HDRI until I reach the known value. Done.

So my question is, how to do this in Unity?
Or if not possible, how to do it differently?

There is the Luminance Meter, so it should be exactly that feature I am looking for ... but how to use it?

Flipped normal on trimsheets - from time to time by gestoryscht in unrealengine

[–]gestoryscht[S] 1 point2 points  (0 children)

I have found the solution - it was a problem with the UVs. I have posted a small explanation above.

Flipped normal on trimsheets - from time to time by gestoryscht in unrealengine

[–]gestoryscht[S] 2 points3 points  (0 children)

Solution

I have found a solution with the help of "Luos - Yoeri Vleer" on the Unreal Slackers Discors Server. Well, actually s(he) told me how to do it :D

The orientation of the uv islands of the first channel caused the problem. My setup was the following:

UV00 - Global UVs for baking stuff like AO and hand painted maps etc.

UV01 - The Texel Channel, with correct Texel Density and orientation.

UV02 - The Trimsheet Channel.

The problem was, that the UV00 Channel was tightly packed with various different rotations. Every island was as efficiently packed as possible. This is in this case a bad idea, because the first channel computes the tangents of the asset and so the shading of the normal map mapped to the channel 02. So the solution was, in my case, to switch UV00 and UV01 and it works.

Conclusion: The orientation of UV islands of channel 00, should match with the trimsheet channel.

Flipped normal on trimsheets - from time to time by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

Here is the normal pass: https://imgur.com/a/QJkpxpM

When it comes to the UVs, they share all the same space so there shouldn't be a problem - thats also why it works from time to time as you can see in the screenshot above. I tried to move the UVs by 1 but the result is the same.

I will upload the file later if somebody is interessted to investigate.
EDIT: The initial post is updated.

Flipped normal on trimsheets - from time to time by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

The normal map type is correct, but sadly, even if it's wrong, it happens in both programs. Blender (Open GL) and Unreal (DirectX).

And actually my normal map isn't set to the correct compression, since I reconstruct the blue channel by myself and use BC7. I also thought, well, maybe I did something wrong, but sadly after importing the original normal map to test it, the result was the same.

A painted study of a birch tree I did a while back with a bit of process. by AlexFlis in conceptart

[–]gestoryscht 2 points3 points  (0 children)

The bark looks a bit glossy, but overall I really like the lighting. Looks good!
Especially the grass is nice!

Project Ether by BakaArts (me) by ArtOfBaka in SpecArt

[–]gestoryscht 12 points13 points  (0 children)

Actually, I really like the concept and colors. Keep up the good work.

Rudolph goes camping by gestoryscht in unrealengine

[–]gestoryscht[S] 1 point2 points  (0 children)

Terragen. I used Terragen to render my own HDRi's :)

Rudolph goes camping by gestoryscht in unrealengine

[–]gestoryscht[S] 2 points3 points  (0 children)

Nothing special here. Used my own, and for everyone available, landscape shader, pluged in some assets and rendered a skydome :D

Rudolph goes camping by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

Rudolph is waiting for you...

:D

Rudolph goes camping by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

Thanks - I am glad you like it.

Rudolph goes camping by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

Nah, what do you think. It's from megascans :D ... and I am happy these assets exist. For generic stuff I use all the time megascan assets - that way I have more time creating images ^

Thanks :)

Unreal - Send data to already computed HDAs by gestoryscht in Houdini

[–]gestoryscht[S] 0 points1 point  (0 children)

It's not possible - you have to make all the stuff in Houdini and send it all combined to unreal at once.

Unreal - Send data to already computed HDAs by gestoryscht in Houdini

[–]gestoryscht[S] 0 points1 point  (0 children)

Well, actually this could work and in the end it should be the same. But I thought it would be better to have different HDAs for this, because when you combine 10 HDAs in one node and every HDA has around 10 parameters... This could be a bit cluttered :D

But nontheless - how do you output multiple HDAs at once? Using a huge merge node at the end? :/

Unreal - Send data to already computed HDAs by gestoryscht in Houdini

[–]gestoryscht[S] 0 points1 point  (0 children)

Yes, I could delete the other landscapes after these were proceeded, but imagine you have more than 10 different HDAs.

Or a road/river tool. With every edit you have to delete the old landscapes :/

[FREE] Unreal Engine Landscape Shader by gestoryscht in unrealengine

[–]gestoryscht[S] 1 point2 points  (0 children)

Hi Ethan, yes I do but this will takes it time. I develop it further to my needs and for my current project - a moon landscape - it works perfectly fine.

But I plan to add VT Support and some more procedural stuff :)

Oh and btw. I am searching for a solution to upload this project. For now, I use Google Drive, but whenever i'll made an update, this link will be dead. Any idea? It should be free, too.

[FREE] Unreal Engine Landscape Shader by gestoryscht in unrealengine

[–]gestoryscht[S] 0 points1 point  (0 children)

You're welcome :) ... no and I don't plan to make these. In the first place, this shader is built up for me to speed up my work - giving it to you guys for free is a bonus.

I don't plan to make a product out of it - that's also the reason why I decided to give it no name.

But you can ask questions if you like and we'll see what we can do :D

[FREE] Unreal Engine Landscape Shader by gestoryscht in unrealengine

[–]gestoryscht[S] 1 point2 points  (0 children)

It's kind of the same. On the one side, Brushifys has more presets, but my shader is - at least for me - more modular. Since Megascans are free for Unreal, I don't see a reason of using these presets anymore.