hmm... let's see
nvseal and I have been exchanging material on orbital renders so lookout!
The two worst surfaces were brown (distribution completely screwed) and bare rock (colour sucks) so you managed to pick most of them
I have some potentially cool stuff coming for the lakes.
You can never have too many references. Thanks for the links
And finally... I want to render this much larger, which will show a far greater reward. On this image it is particularly interesting to see 4-5 large rivers clearly defined (they all have very wide riverbeds) based on a colour selection made on a single river (partly luck, partly true to theory)
The level of input in this case is not that great. The mask image is at the same resolution as the terrain (90m) and is under 8000 pixels. Even if I add a mask for the north island that's still fewer mask pixels than my old Grampians project which used 3 x 8000 pixels masks and 2 x 2000 pixel masks. While my new technique allows me to create even more masks, I'm struggling to use them all as it's also allowed me to simplify the masking process. For this scene it will probably boil down to masks for grass (dead and green in a single mask), trees, bare rock, sand, snow (undecided on that one yet) and inland water (shallow and deep (hacked)).
Manually drawing rivers is pointless at this distance though and that will save me a LOT of time, so I'll probably stick with this distance to fine tune the technique and then start another project closer in.
TG seems to be handling the multiple versions of the image pretty well, and for now I'm just exploring how far it can be pushed before it breaks ... just so I know