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    <title>HeightField on FX HACK</title>
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    <description>Recent content in HeightField on FX HACK</description>
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      <title>How to use Height Fields for FX</title>
      <link>https://shoheiokazaki.github.io/FXHACK/en/posts/2019-02-12/</link>
      <pubDate>Tue, 12 Feb 2019 09:30:42 +0900</pubDate>
      <author>Shohei Okazaki</author>
      <guid>https://shoheiokazaki.github.io/FXHACK/en/posts/2019-02-12/</guid>
      <description>&lt;p&gt;This time, the topic is Height Fields.
I don’t think Height Fields are especially useful for FX, but I’d like to introduce some personal FX-style ways of using them.&lt;/p&gt;
&lt;p&gt;Here is a sample file. It was created in 17.0.459.&lt;/p&gt;
&lt;p&gt;&lt;a href=&#34;https://shoheiokazaki.github.io/FXHACK/posts/2019-02-12/fxHack_20190211_heightfield.hipnc&#34;&gt;Download&lt;/a&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id=&#34;terrain-object&#34;&gt;Terrain Object&lt;/h2&gt;
&lt;p&gt;With the implementation of Height Fields, the Terrain Object DOP got a new option called Use HeightField.&lt;/p&gt;
&lt;p&gt;
&lt;img loading=&#34;lazy&#34; src=&#34;https://shoheiokazaki.github.io/FXHACK/posts/2019-02-12/blog_height_001.png&#34; alt=&#34;img_01&#34;  /&gt;
&lt;/p&gt;
&lt;p&gt;Before this, if you wanted accurate collision between particles and the ground, you had to raise the Division Size in the node’s volume conversion settings, or use Surface Collision with a Static Object. Both of those methods are pretty heavy.&lt;/p&gt;</description>
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