thx
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 the part i've been struggeling with, it's basically a way to add more displacement to the terrain, so that it doesn't look too straight and 'defined'
p.s.: trying to create a whole canyon-landscape now.
i want to build it from 1 big heightfield (H 1) -grey- , which is sunk, let's say y = -2000
after that, i want to place several other heightfields (H 2...7) -brown- on this 'base-heightmap',
let's say feature scale = 1500
the base (H 1) has no real heigthfield, it's just a flat, quadratic 'hole', the other heightfields are being generated, they go through the same shaders, maybe except for twist and shear direction.
what do you think, can it be done this way? (sorry for the bad sketch
)