Create certain type of rock formation (bryce canyon).. how?

Started by PredatorPF, July 28, 2015, 07:08:20 AM

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PredatorPF

Hi all.

I was wondering if it would be possible to create cilinder type rock formations in terragen.

I'm looking for this:





I thought a displacement could do the trick, but adding a displacement in the terrain tab doesn't let me choose location for example.

TheBadger

HI,
It is possible but not easy. There is also the issue of extreme vertical displacement, in that, Even if you get the spires placed and formed and sized right, there will be stretching.

Having said that, there are a few ways to go about this.
(Not in any order)

1. Sculpt it.
Using Mudbox or z-brush you can create the macro terrain fairly quickly, and import it to TG using "Vector displacement maps". This method will give you the most control if you want to do it by hand, like you would if you were making a sculptured terrain.

2. Satellite Data from the USGS.
This method will be the fastest and easiest assuming there is good data for a location like in your image. However, in you OP image case, I know for a fact that there is not data at such a high level that you would get all those spires just like in your image. Having said that, the data is not terrible and still may meet your needs is you don't need a perfect rep of the OP image.

3. Search "spurs" here in the forum
People have made good advances on this topic. It may be possible to combine one or both of the other methods I listed with some of the methods you will find when searching the topic.

There are other ways too.

Spires are kinda a difficult thing with terrain software in general. YAOu can do it, but it will be hard, and its not very likely that you will get exactly what you set out for in the end. But people have managed to do some beautiful stuff.
It has been eaten.

Dune

Perhaps if you multiply a (voronoi) ridged fractal by a perlin 3D sort of dotty mask, you can get the base. Then displace up, add a compute normal and displace outward, and add strata.

fleetwood

I did something similar by making the basic spikes in the Terrain section by masking one perlin with another perlin and adjusting the coverage to get a resulting pattern that has distinct hot white spots or dots. Then fed that hot spot pattern to a displacement shader set to vertical only.  I chose to make that spike displacement into a Heightfield and then erode the basic spikes with Heightfield Erode.
At a later color shader stage I put in a couple surface shaders with Lateral Normalized displacements with altitude restrictions specified  to get the nobby overhangs on the spikes.

Hoodoo render
http://www.planetside.co.uk/forums/index.php/topic,19645.msg193438.html#msg193438

Oshyan

I would strongly recommend against hand-sculpting these in something like Zbrush. You could probably get the look of a single hoodoo (that's what the columns are called at Bryce) fairly easily, but getting variation would be very difficult and resource-intensive. You'd have to sculpt whole huge areas, very time consuming. Or try populating a small-ish set of uniquely modeled columns, which would severely limit variety and realism.

As Badger notes, DEM data is not going to be at high enough resolution to give you much realism or detail for these fine vertical column features. It might be a decent place to start, you can find the data here, just search for "Bryce Canyon, UT": http://viewer.nationalmap.gov/viewer/
Instructions on using the site are a bit out of the scope of this reply, but look on the top toolbar for Download or Download By Bounding Box. Then specify DEM/Elevation Data. Terragen should support most of the formats there, IMG is a good option.

Anyway, that would just be a start, and wouldn't give you the hoodoos or other details, really just the base canyon shape. You'd want to add hoodoos procedurally.

Fortunately there are some options for doing this kind of thing procedurally. You can see results for similar things in our gallery:
http://planetside.co.uk/images/rapidgallery/slides/ce30d022d9b0b92d87ba208e82a0388f~efflux-file_1543090_efflux.jpg
http://planetside.co.uk/images/rapidgallery/slides/9e9577bae874aa40c566ec707c56df4d~franckd-twisted%20tower%20no%20vignette.jpg
http://planetside.co.uk/images/rapidgallery/slides/9ee40f941a3a3d559c3b4355f9ee99e0~efflux-file_1489410.jpg

Fleetwood's suggestion is a good place to start experimenting.

There are also a number of lengthy discussion threads on built-in, procedural methods to achieve similar results. Try some of these:
http://www.planetside.co.uk/forums/index.php/topic,2530.0.html
http://www.planetside.co.uk/forums/index.php/topic,15345.0.html
http://www.planetside.co.uk/forums/index.php/topic,14110.0.html
http://www.planetside.co.uk/forums/index.php/topic,14149.0.html
http://www.planetside.co.uk/forums/index.php/topic,2616.135.html

This is not an exhaustive list. You could also reference "procedural city" threads by Volker Haroon or others.

- Oshyan

PredatorPF

Thanks for the greate response people!
Will try them out!