Erosion problem

Started by leino1978, August 10, 2011, 01:04:06 PM

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leino1978

Hello

I downloaded a height map of island 16 x 16 km and imported it into terragen 2. Now i just wanted to add some erosion on it, so i put erosion operator in the heightfield and now it's working on it. Thing is it's been working on it on one cpu thread for several hours, the process is taking 2.2gb memory. How long will this thing take? Should i just cancel it? The application has not crashed, but it shows no progress bar and it's just white screen and sometimes it shows parts of the ui and goes white again. Could someone tell me, is there some sort of modifier that lessens the quality so i get faster results?

Thank you

N810

#1
Are you waiting on a full render or just the preview window?
If its just the preview, or the generating erosion progress bar then it's probaly just stuck.
Hmmm... wonder what this button does....

leino1978

i'm not sure, i just want to modify the height map and then export it out of terragen to 3d software. What settings should i use for fast work, less quality=?

Henry Blewer

The last time I used the erosion operator on my Pentium 4 system, I think it took about 3 hours on a 20,000 x 20,000 meter heightfield. Now if I need erosion I try to use smaller heightfields. I only erode the area near the camera.

Can you break the heightfield of the island up into smaller pieces? There is software which will do this, but I can't remember which.

SAVE the heightfield after the erosion operator gets done. It will have to calculate the landscape erosion again if you don't.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Tangled-Universe

#4
I wouldn't really recommend using TG2's internal erosion operator. It works, but as you pointed out it is slow.
However, if you're patient you can just let it finish. In my experience it can sometimes freeze but mostly it finishes even though it looks frozen.

How to avoid you need to re-erode the terrain after you have restarted your PC/session/projectfile:

Generate the heightfield (or if you loaded one, load it in)
Erode the heightfield once.
Connect the heightfield output from the red node to a compute terrain.
Create a new "heightfield generate" operator.
Connect the compute terrain to the "shader input" port on the right of the heightfield generate node.
Inside the heightfield generate node go to the "Use shader" tab and see that the compute terrain is connected.
You'll see a couple of settings:

The coordinates are default 0,0 on X and Z. You can choose to let these coordinates be the bottom left or the centre of the square heightfield.
The size of the heightfield is 10x10km by default.
The number of points defines the resolution. Try the default settings and see if you need more points.
If everything is set then hit "generate" and the operator will create a heightfield based on the terrain provided by the compute terrain.
Right click on the node and choose "save as".

Now you have your island terrain file eroded and ready to be opened anytime you work on it.
Sounds complicated, but it really isn't.

I've attached a clip which shows the basic setup.

Of course you can also load the terrain file into a free version of World-Machine or Geocontrol and see if that works for you.
They might  have limitations on resolution, so you need to check out for yourself which way is more feasible for you.

Cheers,
Martin


After you've eroded it you can save the heightfield

Dune

Can't you just erode the imported heightfield, then rightclick on the erosion node and hit 'save file as..'? That's how I go about it. Or do I miss something in your setup, Martin?

Tangled-Universe

Quote from: Dune on August 11, 2011, 03:09:15 AM
Can't you just erode the imported heightfield, then rightclick on the erosion node and hit 'save file as..'? That's how I go about it. Or do I miss something in your setup, Martin?

Is that possible?
Oh that's stupid, I totally didn't realize you could right-click on an other operator than "generate" to save the heightfield.
Sorry for confusing things!

Oh well...now he knows how to export a procedural terrain as heightfield :) that's also worth something ;D