Heightfield erode

Started by AP, November 18, 2011, 09:09:21 PM

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AP

Being a feature that is hardly every used, is there going to be any speed optimization updates for this very useful node?

Oshyan

As you note, this is a feature that is not frequently used. Consequently we can't really justify putting much dev time into it. There are better dedicated heightfield editors out there with more robust erosion functions so that's what we'd recommend if you need something beyond the basic capability TG2 currently provides.

- Oshyan

AP

I figured as such. At least make the alpine fractal terrain more accessible. Someone else had suggested that already here and it needs it.

Oshyan

I'm not sure what you mean by "accessible"...

- Oshyan

AP

More inputs for the node to drive additional effects. That would be fun.    ;D    Each set of alpine settings can be pluggable.

Oshyan

Hmm, I think I see what you mean, but given virtually no other similar (generator) node works that way, it's not likely to be possible any time soon. We've contemplated some kind of more general "drive any setting by the output from a node" type of system for the future some time, but it'd be a pretty major undertaking.

- Oshyan

AP

Not quite seeing how that would work. Perhaps it is going over my head.

Another example is how you guys added additional inputs to the cloud layer node so all sorts of effects never before possible are now a fact. I can see the same being done to that alpine node so for example a power fractal can be used as an input for the late disposition effect as with the rest of the remaining effects. I would imagine certain erosion effects being made possible that were not before. It is not changing the alpine fractal code itself, only opening it up per each setting to make it plugable from other nodes.

Oshyan

Hmm, well something to think about.

- Oshyan

AP

Certainly, the more play a user has, especially those who love to go real deep into these nodes, the more enticing. I know this software is capable of some extraordinary stuff. However, if more node access is opened up, then even better. I like exploring the power fractals but i want to explore the alpine fractal as well. I am sure others would agree.    ;)

Tangled-Universe

Quote from: ChrisC on November 28, 2011, 12:53:09 AM
Certainly, the more play a user has, especially those who love to go real deep into these nodes, the more enticing. I know this software is capable of some extraordinary stuff. However, if more node access is opened up, then even better. I like exploring the power fractals but i want to explore the alpine fractal as well. I am sure others would agree.    ;)

Definitely agree ;D

Although I know it's not relevant at this point I think it is good to consider for TG3 that the architecture will be set up to be able to drive many settings by a function input. Something which not only is already done in the last couple of years by TG's sole competitor, but also like you have mentioned it will create a wealth of possibilities.

Another great example would be to be able to plug powerfractals into the strata shader's individual settings.
Or into fake stones to control size with a powerfractal, or pancake effect, or tallness, or... ;D ;)

Cheers,
Martin

AP

Please, do not get me drooling here.  ;D

Indeed, in that area we need to compete with that sole competitor. It makes for good business to.

Oshyan

Of course we have no end of things we can add. ;D

I'm curious if you know of any good examples from said (or unsaid, hehe) competitor's software that relies on this ability to drive parameters by node output. I've always assumed it would be tremendously useful and cool, but I frankly don't see a lot of interesting (i.e. unusual, creative, couldn't be created from obvious and known traditional methods) stuff from... Vue (there, I said it, hehe).

- Oshyan

AP

#12
Here i found one example but i am certain there is more. I think all perimeters in each node is linkable.

http://youtu.be/jYuYu3IN8UY

On another note, a voronoi noise could be of help to be added to the power fractal node. Voronoi is everywhere in nature.    ;D

Tangled-Universe

#13
Quote from: Oshyan on November 29, 2011, 01:11:11 AM
Of course we have no end of things we can add. ;D

I'm curious if you know of any good examples from said (or unsaid, hehe) competitor's software that relies on this ability to drive parameters by node output. I've always assumed it would be tremendously useful and cool, but I frankly don't see a lot of interesting (i.e. unusual, creative, couldn't be created from obvious and known traditional methods) stuff from... Vue (there, I said it, hehe).

- Oshyan

If you look at Quadspinner's latest Masterclass LA you'll see some of the uses of it, besides that you will see that virtually every parameter in the software has that particular symbol for shader input next to it, like we do have for animation :)

I think you'd be surprised Oshyan about the myriad of effects/results you can achieve when using a powerfractal (for instance) as input for a parameter.
Even powerfractal driven powerfractal parameters ;) And the examples Chris and I pointed out plus many more, likely.

I'll try some more, since you can't think of many examples:
Fake stone size based on greyscale input, allowing for altitude based sizes as well or distance driven.
You could do the same for the scale parameters in the powerfractal or PF controlled voronoi/perlin scale
PF controlled water roughness/wavesize/wind gusts/transparency (though you could fake transparency by using multiple shaders, but that would be slower).
PF controlled object sizes in a population.
Anyway, best proof so far is the cloud node which has these specialized inputs. I can't speak for everybody, but I do use those frequently :)

Cheers,
Martin

Tangled-Universe

Quote from: ChrisC on November 29, 2011, 02:39:30 AM
Here i found one example but i am certain there is more. I think all perimeters in each node is linkable.

http://youtu.be/jYuYu3IN8UY

On another note, a voronoi noise could be of help to be added to the power fractal node. Voronoi is everywhere in nature.    ;D

Yeah I like that suggestion, saves time and networkspace.