How to create canyons?

Started by reck, March 18, 2007, 08:17:43 AM

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Alpha Centurion

Quote from: Volker Harun on March 18, 2007, 03:37:31 PM
Try it this way:
First: Play with a terrain until you have some really good ridges (like an inverted canyon).
Second: Create a normal fractal terrain.
Third: Add a merge shader
Fourth Choose for the merge a subtract (in the second tab)
Fifth: Play with the scale of your first terrain to your needs.

Volker Harun

That's what I did, but I can't get it right. Could you please explain this further? (See attachment)

Henry Blewer

I took a look at you file. I posted a fix and an explanation in the file sharing section. Here's the link.

http://forums.planetside.co.uk/index.php?topic=9575.msg100645#msg100645
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Alpha Centurion

njeneb, thank you, you have been very helpful to me.

A question though, how DO you use the merge shader? I can get one shader linked to the merger, but isn't it supposed to merge together two, or more shaders?

Henry Blewer

I am not well versed with the merge shader. Basically, you can take to types of noise from two power fractals. These can be combined to give a new noise pattern. From what I understand, it functions like a Boolean mask. Node groups can also be combined; probably just about anything you can think of in T2.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

cyphyr

I'm not saying this is technically correct but from my experience I have foude the merge shader useful to combine two types of terrain. For example if I create a low displacement, small scale "rolling hills" type terrain and merge that with a high displacement, large scale mountenous terrain using "Choose by altitude" > "Highest (raise)" the result will be that the "rolling hills willbe in the Valleys of the mountenous terrain.
:)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Henry Blewer

Richard is probably more correct than I. I have rarely used it. I tend to stick with surface layers, distribution shaders, or power fractals. surface layers get used for coloring and general displacements. I also use them for ecologies like rock, sands, and grasses. I use distributions shaders to beak up displacements and control object populations. Power fractals for coloring, displacements, and sometimes masks.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

DF0024

I'm sorry to up this topic. I'm a new user of Terragen trying to create different thing in this software to see if this possible to integrate into a pipeline of production. I've try to create a canyon, I don't succed. I made my search and I found this topic.

The technic describe by child@play, in this image, have a kamm and becken node. Do its a a node include in full version or it's rename node? A merge shader?

I'm not familiar with Terragen and courant English term.

Thanks to reply


DF0024