Quote from: WASasquatch on January 05, 2015, 01:30:39 AM
Quote from: Tangled-Universe on January 04, 2015, 11:47:53 AM
Displacement amplitude is in TG units and TG units are in meters where applicable.
The displacement amplitude acts as a multiplier on the fractal output.
So anywhere where your fractal is white the displacement will be at its maximum.
A possible reason reason your mountains exceed 2000 meters in altitude is because some of the settings in the PF makes the PF generate values > 1.
I wonder if that amplitude is just that, amplitude, a multiplier, and nothing to do with meters. Meters are perceived after final calculations by the preview and other tools. Because I've done a solid white surface, with a displacement of 1. That should be 1 meter, but the surface may be higher, then 1 meter if you disable displacement all together. I'll have to look again to see if there were other settings taking effect.
The way it should work - otherwise it's also too complicated to wrap your head around it anyway which is a different discussion of course - is that where the fractal is pure white it has a value of 1.
Then the displacement amplitude, if it is set to 100, creates 100 meter "high" shapes where the fractal is pure white and has a value of 1. (given it is clamped)
That's where my "multiplier idea" comes from.
I never understood it to work differently anyway.
Classically fractals generate values between -0.5 and +0.5, but I believe Matt changed this in TG for easier understanding.
Factors like noise variation and displacement roughness/spike limit can create unexpected stronger displacement.
For example, set noise variation to -2. Some stuff will go sky high.