Long Straggly Savannah, Prairie Grass - Updated

Started by Mr_Lamppost, May 07, 2008, 06:51:13 PM

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Mr_Lamppost

I have had a few comments and queries about the grass in this image

http://forums.planetside.co.uk/index.php?topic=3997.0

and this one over at Ashundar:
 
http://www.ashundar.com/gallery/displayimage.php?pos=-5252


The grass uses three populations:

Lush grass 1 and lush grass 5 from lightning's grass pack:
http://forums.planetside.co.uk/index.php?topic=3716.0

And a population of gras made by Klas from Terralights:
http://www.terralights.de/terralightsII/Downloads/details/id=17.html


Here is a simple .tgd so you can see the population settings, lightnin's grass is scaled down and there have been minor modifications to the shaders.  You will probably need to repair the links to the models and image maps and remember that if you export the population nodes as a clip you will need to manually re-connect the Compute Terrain and assign the populations to your planet.

Share and Enjoy
Smoke me a kipper I'll be back for breakfast.

rcallicotte

So this is Disney World.  Can we live here?

Tangled-Universe


monks


rcallicotte

This is the best grass I've ever used.  Thanks for including this here.
So this is Disney World.  Can we live here?

lightning

i must say mine and klas's grass when mixed looks pretty amazing ;D

Mr_Lamppost

What can I say other than thanks for sharing?  Your grass long or lush is good on its own but the Klas Gras gives that shaggy look. ;D   I was surprised how many comments I got about the combination, which is why I posted this .tgd. 
Smoke me a kipper I'll be back for breakfast.

Andris_B



Dear Mr_Lamppost, I have been testing TERRAGEN all this week and I'm defiantly new to all this...I'm trying to build up my first scene and understand how to use the shaders or create them...must be honest...not good at anything yet... but one thing I noticed is this beautiful grass shader... DEFINATLY MUST HAVE SHADER...but the problem is that this http://www.mediafire.com/?10p1z0mjnbg link is no longer working and I cant download the texture maps from the first download link...As I'm new to all this creating my own texture maps would not be a good idea )...would that be possible to reupload texture maps for this shader please?

And the last thing...I know that this is not the right thread but I'm sure you know how to get this other problem solved...I am trying to populate tree (.tgo file) and spend much time on searching the answer on this forum but couldn't really find any...is it possible to apply this new tree population on to the Heightfield shader...so the threes are on top of the mountain shader...something similar like the Fake Stones Shader does? Your great advice is really very much appreciated!

dandelO

Objects are, by default, laid across the top of your terrain when populated. I'd suggest you use the 'preview instances' button to get a feel for where the trees are placed after you hit 'populate now', then make adjustments to scale/distribution/etc. to fit your scene.

The default population will take its base building level from the compute terrain node being fed into the 'terrain shader' input of the node, however, if you have more displacements that appear after this(like in the 'shaders' tree) you will want to use the last shader that applies displacement to the ground to feed into the 'terrain shader' input.

The 'preview instances' checkbox will be the best place to start to get a hold on where each instance is placed.(If you have many, many thousands of instances, though, uncheck this box again before making any camera/node network movements etc. It will really slow the program down a lot when instances are being displayed).

Mr_Lamppost

I did not make either of the grass models used in this example but shared a usage combination I had used and received positive comments upon. 

There were legal problems surrounding all objects posted by Lightning so these are and will not be available again. 


Smoke me a kipper I'll be back for breakfast.

Andris_B

Many thanks for your both replies...I understood how to get this object population working thanks to dandelOs reply and great info... ) Initially I couldn't get these populated objects see on the terrain...they where positioned somewhere else, I was assuming this object population function will place instances directly on the terrain when its displacement shader is selected...but didn't realize that I have to position them manually by editing correct terrains location coordinates in Distribution tab Area centre menu... I guess all objects imported or newly created will be placed at 0.0.0 coordinates by default...and that's really cool...they can be easily found

But is sad thought we can't get this beautiful grass shader textures no longer...will improvise and will create them on my own...but really many thanks for this info!  ;)

Mr_Lamppost

Not exactly the same but here's un updated version; both the models used are available for this one.

A population of gras made by Klas from Terralights:
http://www.terralights.de/terralightsII/Downloads/details/id=17.html

And some of my own tufty grass available here:
http://www.terragen.org/index.php?action=tpmod;dl=item482


Smoke me a kipper I'll be back for breakfast.

domdib