Hi All
I'm relatively new to all this (3-4 weeks under my belt) and can generate random worlds and colour shaders populated by objects dispersed across painted shaders quite successfully, however I now want to create a specific custom world and seemed to have entered a twilight zone trying to get it to work...
I want to create a customised part of an earth-sized world which is 2900km x 2900km covering roughly western Europe in tem of Lat/Long. The heightfield data for the area I want to read from a greyscale TIFF (or BMP or TGA - I have it in Photoshop). Ultimately I want to use different colour shaders on different parts of the map - eg the snowline at the pole will be much lower than that nearer the equator. I need a consistent level sea (or at least the appearance of one) covering what would be the atlantic/med sea and various large lakes.
I have Win 7, 4GB of memory (which I migh boost up in the next week or so) and an i7 CPU at 2.8GHz. My PC runs quite reliably....except when I use TG2 (the latest free version - but will upgrade to the bought version to get animation if I can get the darned thing to work!)
The TIFF file to be used for the heightfield is greyscale (white mountaintops, black sea also with rivers mapped out in Photoshop with a 1 pixel wide black brush) . The image measures 10287 x 9360 pixels (24bit depth - which I think is 8 bit x 3 channels?). Its 275MB in size.
The approach (and problems!) :
1) I start with the default project and generate random terrain in Heightfield shader 01. I have "Flatten surface first" in the Displacement shader unchecked so that the terrain doesn't jut out from the globe (thanks Cyphyr!). I set it to "Position centre" as this seems to work best when I put the sea on.
2) In 'heightfield generate 01' I have new heightfield checked (not sure if thats important or not - unchecking it seems to make no difference), number of points 1000x1000, size in metres 2900,000 x 2900,000. Feature scale set to 200m (to keep underlying random hills low so they don't distort MY heights for when I figure out how to add them in later for a bit of variety on the landscape). All other settings left default. I then "Generate Now", sometimes I get a progress bar when it generates, other times it just seems to adjust the view window without any apparent lag/progress bar in generation- either way I now have a 2900k square on my planet.
3) Now I load in my heightfield. I select "Add Operator>Heightfield Load" then read from file my TIFF specified above - all settings left at default. 80%-90% of the time TG2 crashes at this point...despite only using about 14% of the CPU (typically only 1 of the 8 CPUs fires up) and only 1.5GB of memory (I have the windows task manager>Performance tab open).
4) IF I've been lucky enough to load the heightfield it will usually crash when I try and add a lake large enough to cover the whole area.
5) If its managed to get through those two stages, it will usually crash when I try and run a standard erode (default settings) across it, if it doesnt fail then it will crash when I try and alter the erode settings.
6) To try and get around this (I assume the dimensions are just too large for TG2, which is disappointing if its supposed to deal with things on a world scale, but I understand heightfields are trickier/larger than fractals), I have tried various ways of segmenting the TIFF file into 3-5 chunks of varying sizes and then trying to stitch it all together, but no matter what I do, I either get one heightfield load obliterating the previous one (even though its offset dimensionally from the first one so the two should only abut and not overlap, and the guiding cube that shows the extents shows two separate abutting heightfields). Alternatively when I do do something right and get the two heightfields to show there is an ugly (usually flat or sloped) dip between the two heightfields. Ive checked at the pixel level in the abutting TIFFs are the same shade of grey at the edges so they should come in at the same height. Oddly enough I dont get this problem if I load 2 very small test heightfields of only a few shades of grey (say 100pix x 100 pix), BUT even then the two joined heightfields dont have exactly the same length as the two TIFFS if I combine them in Photoshop and load as a single heightfield. I've spent about 3-4 days trying to look at using blend shaders, and fiddling with blend settings to get the edges to match on larger files but I just can't seem to figure them out.
So - what am I doing wrong, or what is a better way of doing it? Am I better to generate the heightfield then load the data into a displacement shader? If so I dont think I can erode it in the same way that I've been doing.
I guess at the end of the day I'd love it if I could :-
(a) load my heightfield in say 4-6 irregularly shaped segments, the final result giving me a neatly stitched together/blended area of 2900sqkm
(b) smooth it so that I get rid of the terracing I get when the TIFF loads the different levels of grey (I'm OK at doing this step),
(c) adjust the height of features in my heightfield (I'm OK at doing this for a single heightfield, and assume I'll have no problem with multipe heightfields)
(d) erode some of the features to give me weathered terrain - I'm OK with this and assume that I can erode only the segments/heightfields that I want to which will be smaller and therefore faster to process/trial and less likely to crash.
(e) apply different colour shaders to the various heightfields (I'm Ok with this)
(f) Displace downwards the river valleys so that they can be below the water table and show up as a lake (there's probably a smarter way of doing this, but I havent got past the terrain bit to be able to experiment with it yet or read up much on the forum...I've tried the river operator and it's just too random - cutting through mountains when there is a lower altitude route. I know there are a number of other applications I can use, but I'm having enough time battling with TG2 to find the time to learn a another new app!
(g) Populate with trees - I can do this using the free sample trees on this first run. When (if!!) I've got it working I'll go to the full TG2+XFrog+Animations option.
(h) Populate with other objects (castles/ruins etc)....should be the same as trees I guess (probably a naive statement!)
(i) Try applying a texture to cliffs etc to get a cool look to it...no idea how to do that yet...way down on the list of priorities.
(j) finally clouds and lighting which I'm pretty comfortable with - but I have no doubt that I'll spend hours/days/weeks reading up on tweaks to get the look "just right"
Apologies for the long post....I'm venting about 2 weeks of frustration here in my cry for help
regards
Todd