Here's my challenge, and I hope I can explain it clearly. I have a map of an invented world for a novel I'm planning to publish, and I'd like to create scenes from the story using Terragen in hopes of generating interest on web sites, etc. I've converted a hand-drawn map to a heightfield using L3DT, and after some painstaking effort managed to get a pretty accurate representation on which to import a ter file into TG3 and go from there.
My problem is the rivers. I've used displacement via an image shader, which works to some extent, but the underlying slope from the source of the river to its mouth into a lake or ocean isn't consistent. I've tried exporting into a bitmap to adjust in Photoshop, but the height range is so big that the grayscale variations at that level are far too subtle. (We're talking fluctuations less than 10 meters in some places.) I could use the heightfield generate to port it back into L3DT for additional editing, but L3DT's tools are limited, and it would take a very long time. Adding to this time suck is that the heightfield is very large, 50MB at 730x550 km, and the 3D editor in L3DT just drags at any detail level high enough to achieve what I'm after. If I "go with the flow", in other words use erosion techniques and create rivers that way, I introduce geographical differences that have a huge impact on the plot structure.
Two ideas I have in my head, and I'm not sure if either is possible.
1) I can split the rivers into separate image masks for displacements. But I still have the same problem: how to adjust it so it's a smooth slope from the source of the river to its mouth. Another factor is that some of the rivers wind back and forth, even doubling back in some places where the slope is extremely small, like the Mississippi river does. The latter I can tackle by using a combination of techniques, I think, splitting the river shader into segments, and those winding rivers don't really play a part in the story. How to get a smooth slope from start to finish is what's baffling me at the moment.
2) I'm wondering if there's some way I can take a portion of the underlying terrain, using the wider watershed for each river as a basis and introduce a slight slope from one end to the other. This would seem to be the more natural approach. I would still have to deal with a few variations in the terrain, and it might introduce unnatural transitions at the edge of the watershed areas, but those are challenges I could handle in L3DT with far less effort than what I'm facing now.
Hope I've explained this sufficiently. I'm open to other possibilities, of course. And I hope to get to the point where I can share what I've learned and not just beg for help all the time!