population not on ground

Started by Dune, April 07, 2011, 11:05:41 AM

Previous topic - Next topic

nikita

Did you accidentally move the reference object (ie. to something other than 0,0,0)? (it appears in the objects list under the population itself)

Dune

No, either of that. But it is only in the lower parts where they float, so the Y must have been miscalculated for the pop to sit on. Might be the warped river, but still, that should have been taken care of in compute terrain...

Henry Blewer

I don't know if this will help, but this is how I use a 2nd Compute Terrain. I use the last Surface layer in the shaders node group, add the 2nd compute terrain, then connect this to the object nodes. The distribution shader is inside the object node (Sugar Maple 1). I then use the same distribution shader for each object which shares similar settings.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Dune

Thanks, Henry. That's what I tried after your first post, but it didn't make any difference. I just dumped the whole tgd and started a fresh setup (Valley and train). Now the grasses and trees behave fine.

Tangled-Universe

Quote from: Dune on April 08, 2011, 01:16:47 PM
It's not the trunks (RTO is on), and it's not the last compute terrain (without it it's just the same). I have now deleted many of the distribution shaders and set the max/min height in the surface shaders, but it's still the same.
If you put down a pop, and set a (copied) location of say 100/10/100, and later set the Y at 0, it shouldn't make a difference, should it? Because that's what's also happening   ???

The altitude coordinate in the populator node isn't important indeed. If you set it to 10m then nothing will change.
However, if you change any coordinate in the object loader for the populator then you'll offset each instance with the given value for that coordinate you've changed.

Dune

Yeah, I know, but that's what so strange here; the whole pop moves with the pop settings (not the object settings; they are 0/0/0), so contrary to what it should do and what you also write. If the pop Y is at -10 and I make that 0, then the whole pop moves up! It just shouldn't happen!

Oshyan

Ulco, can you make your files (all of them, complete scene) available to us to look at? We haven't seen any reproducible errors like this lately that don't have existing solutions. I'd like to see whether if we can figure out where the problem is.

- Oshyan

Matt

#22
Has the populator become disconnected from the planet? I think that happens when you copy and paste populations. Make sure that the name of the planet is in the planet parameter on the populator's Terrain tab. Without that, the population doesn't know how much planet curvature to apply. Or even worse if the planet's surface doesn't pass through the origin anymore.
Just because milk is white doesn't mean that clouds are made of milk.

Dune

I haven't looked at the file recently, but I'll look it up and check it out. See if I can send it over..

rcallicotte

Not sure this will help, but in practice I make sure that the object is getting the last changed layer in my node tree.  This way the object population will spread across all of the lower terrain deformations.  I wish I could be more specific, but sometimes this changes so it's not always 100% just one way to connect.
So this is Disney World.  Can we live here?

Dune

I always do that as well. Henry suggested an extra compute at the end, but that wasn't the solution. I think it has to do with a terrain warper, but the staff is going to have a look at the file.

Henry Blewer

Are you using a load default from the previous release? I had trouble with my personal default scene. You'll need to create a new default scene to load. There are changes in the new version which makes this necessary.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Dune

Just the default coming with TG2.

Matt

Ulco, I tested the stripped-down file that you sent us, and the problem was as I described above. The population was connected to the non-existent planet called "Planet 01", while your planet is called "Planet 01_1". I know this can happen quite easily when copying and pasting nodes, but that's the cause. Reassigning to the correct planet fixes the problem.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

rcallicotte

Oooh.  Nice.  Glad to see it was resolved.   :-[  <-- Not me.



Quote from: Matt on May 18, 2011, 10:49:14 AM
Ulco, I tested the stripped-down file that you sent us, and the problem was as I described above. The population was connected to the non-existent planet called "Planet 01", while your planet is called "Planet 01_1". I know this can happen quite easily when copying and pasting nodes, but that's the cause. Reassigning to the correct planet fixes the problem.

Matt
So this is Disney World.  Can we live here?