My 1st Terragen Project

Started by MakeurMARK, November 22, 2013, 06:54:44 AM

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MakeurMARK

So I decided to get stuck in. However I'm not sure if I'm using the best workflow. :)
Any advice/pointers would be welcome. ;)

I was originally considering creating a height field map in ZBrush as I needed an accurate map.
I decided to create a height field map in Photoshop first, just incase. I then imported the height field map into Terragen as a TIFF. After right clicking on Terrain node group I selected Create Shader/Displacement Shader/Heightfield Shader.
[attachimg=1]

I was pleasantly surprised to find the map has dropped onto the preview canvas. After getting my head around the camera setup I finally saw my first render. It was very spiky, so I returned to my gray scale map in PS and introduced a little blurring. ;D
[attachimg=2]
[attachimg=3]

I eventually got what I was looking for, but I need some help - By re-linking the nodes (see attachement) I managed to get some mountains in the background, however is it possible to but the mountains up against the rear and left of my height field map? ???
As you can see from the attachment (TOP VIEW) there is a beach each side of the headland, so how do I introduce an ocean here? ???
[attachimg=4]

Thanks to any one who may show any interest...

Matt

#1
In the default scene, the fractal terrain (a Power Fractal Shader) is masked by a Simple Shape Shader to create a flat area near the camera. Select the Simple Shape Shader node and press 'D' to disable it (this does the same as unchecking "Enable" in the shader's parameter view), or disconnect Simple Shape Shader from the 'mask' input of the Power Fractal Shader. Now the fractal terrain should be everywhere. Without any further changes, your Heightfield Shader should blend smoothly into the background mountains because it has "Flatten surface first" turned on. If you turn this off, the heightfield will be applied additively instead.

Note that in the default scene "Invert mask" is turned on for the fractal terrain (in the parameter view). Normally masks work the other way, so disabling the shader that's acting as a mask doesn't normally have the same results as disconnecting the mask.

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

MakeurMARK

Hey Matt, that was so simple. I thought it was going include having to reduce the span of the flattened are within one of the original Terrain nodes.
Thank you so much, I just need to sort out my ocean now and then it's onto population, shaders, atmosphere and lighting.
Thanks again
Mark

MakeurMARK

#3
Thanks to Matt I got step one sorted.
Added some water and after playing with the water level setting I feel like I'm getting somewhere.
Off to ZBrush now to see if I can create a more accurate height field map.
[attachimg=1]

I'd really like to extend the beach, but don't know if that's possible without adding a couple more maps, or combining into a new map...

MakeurMARK

Any advice on how I can prevent my map looking like half a sand castle. I've had a look at my heightfield node properties to see if I can adjust the Y position, but nothing.
[attachimg=1]

otakar

Let me see if I understand this right. You would like to lower the heightfield elevation? If so, select the heightfield shader in the UI. Click Add Operator and find 'Heightfield Adjust Vertical'. In this node you can set a height modifier under 'Add Height'. This can be a negative number. Under Set Height Range you can modify the displacement strength, which is also very helpful at times.

The node reference (found by clicking the help button in the node) is here: http://www.planetside.co.uk/wiki/index.php?title=Heightfield_Adjust_Vertical

Dune

If you have this map and the borders, low areas, are pure black, then you don't need the heightfield import. Just use the displacement in an image map shader or use another displacement shader to lift the whites and grays.

MakeurMARK

Thanks otakar, great advice. It worked. Another Terragen mystery solved.

Thanks Dune, I did think about the pure 100% black levelling up with the Terrain ground floor, but it didn't work. That's what is confusing me. This leads me onto a question for both of you.
Perhaps I am following the wrong workflow.
I right click on the node terrain group box and select Create Shader/Displacement Shader/Heightfield Shader. My suspicions are also questioned because the screen shot you provide Dune is different to mine.

Thanks again to you both for your help!!!

MakeurMARK

Hey Dune, I decided to set up with a Displacement shader fed by the image map shader just like your setup. I also set up the image map shader properties as you have, bbut my height field doesn't appear anywhere. There does seem to be a bounding box in the preview window. Would I need to adjust the height if the height field?

MakeurMARK

Got it - I forgot to select the Position centre radio button.

MakeurMARK

I'm not doing something right here. Using Dune's method everything seems to be in place, even the shader map preview shows my grayscale height field. But it just won't appear in preview window or render.

MakeurMARK

I was just wondering. Does having the demo version of Terragen effect Dune's method?

Dune

#12
Have a look at this simple setup.

MakeurMARK

Hi Dune
I'm getting several error reports when I open your file. Is this normal?
[attachimg=1]

MakeurMARK

Decided to go with my original setup, as above: Create Shader/Displacement Shader/Heightfield Shader and then utilise 'Heightfield Adjust Vertical'.
I'm just not having any luck with the other method.