Started by eapilot, May 24, 2018, 02:00:47 pm
Quote from: eapilot on May 24, 2018, 02:00:47 pmI'm learning how to make planet renders and I am trying to get more specific terrain. I am trying to get terrain that looks like this from a distance with snow capped. Any advice or links to other good forums that show these results would be great! Planets are a whole other beast!
Quote from: Oshyan on May 24, 2018, 06:06:35 pmI'm not sure if you're having issues making the actual terrain shapes, or texturing it with e.g. snow, etc. Making large (global) scale, realistic terrains is a very difficult problem not yet really solved by any software, at least not out-of-the-box. Terragen can do it, but it takes a good amount of effort. There are some existing assets at NWDA and elsewhere that can show you some methods to achieve it. I'd also recommend experimenting with Daniil's *procedural* erosion shader (not the newer heightfield one), since it can cover more area than the heightfield one with good detail. Using that you can make such mountain ranges on a near-global scale fairly easily.- Oshyan
Quote from: Oshyan on May 24, 2018, 06:46:26 pmIt's procedural so it calculates data at least partially based on the level of detail and scales needed. So it shouldn't use a huge amount more RAM on a global scale (just as Terragen itself doesn't), because it only has to operate on a relative level of detail high enough for the current camera position.- Oshyan
Quote from: AP on May 25, 2018, 02:30:22 amIt would be very good to see a system that carves mountain ranges that drain the varying fluvial forces into valleys, larger basins along with meandering rivers that drain into lakes and larger seas, the fluvial cutting of random canyons, various thermal and alluvial processes and so on.
Quote from: WASasquatch on May 25, 2018, 02:58:18 amQuote from: AP on May 25, 2018, 02:30:22 amIt would be very good to see a system that carves mountain ranges that drain the varying fluvial forces into valleys, larger basins along with meandering rivers that drain into lakes and larger seas, the fluvial cutting of random canyons, various thermal and alluvial processes and so on.Ahhh, to dream. Haha. I mean It's possible to take all those bits and bobs and try and produce positions for each type of displacement, and erosion and blend them all together but that'd take some doing and know how. Even Daniil's plugin could be used for a base if the location was a vector input / xyz input.
Quote from: AP on May 25, 2018, 08:35:53 amThere was a few attempts using the Procedural erosion shader to blend into the Alpine fractal shader, however it never looked right. It could have been the scaling was wrong or the blending and perhaps other unknown problem areas. The Procedural erosion shader could be masked off by a series of Painted shaders which allows the custom placement for the mountain ranges, however this was never attempted for an entire planet. This also could also be used for the more flat lower elevation terrains outside of the non-painted masks. Large-scale stretched and warped noises can be used as well as another alternative option. It still leaves the need for river drainage networks. From a planet point of view perhaps the rivers and large bodies of water could be painted and or Simple shape shaders can be manually placed. This is possible and having done this was somewhat difficult. The problem is that the 3D Preview could use some updating for more clear definition providing a more easy way to see where the masked shaders are for the manual placements. An Equirectangular projection layout view would make it significantly more easy because then the entire planet can be viewed and edited.