Author Topic: Heightfield Generate - Weird Displacement  (Read 126 times)

Offline WASasquatch

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Heightfield Generate - Weird Displacement
« on: September 27, 2018, 05:27:13 AM »
What's up with the waves in Heightfields?

When generating from terrain, it doesn't seem to read it all that well at all, and adds symmetrical/even waves all throughout the heightmap. Is this a symptom of resolution?

I understand the detail and stuff is to make it look better, but I was creating a "exporter scene", so I could export the erosion, by piping the result through another heightfield generate and saving that, which is when I noticed this interesting effect. I went back to another scene and noticed these same waves subtly present under displacement.
« Last Edit: September 27, 2018, 05:40:15 AM by WASasquatch »
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Offline Dune

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Re: Heightfield Generate - Weird Displacement
« Reply #1 on: September 27, 2018, 05:34:59 AM »
Isn't that just the perlin noise? Subtle diffences get exaggerated when pulled up.

Offline WASasquatch

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Re: Heightfield Generate - Weird Displacement
« Reply #2 on: September 27, 2018, 05:41:28 AM »
It's all Voronoi Billows, actually, and the base hills are smoothed on a scale of 25m, with another PF of smaller voronoi billows, and than a surface layer offsetting the hilltops with a fuzzy zone of 2m with Strata and Outcrops as it's child.

I'm trying a 4096 generate now instead of 1000 to see if it's resolution related.
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Offline WASasquatch

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Re: Heightfield Generate - Weird Displacement
« Reply #3 on: September 27, 2018, 05:50:07 AM »
Does seem to be an unfortunate symptom of how the heigtmap reads terrain and translates to the Number of Points or Resolution. At 4096 we get a cluster of these waves. I imagine even at 10k resolution it'd be pretty line-y. Must be the reason for the variation and fractal noise.  Kinda messes with canyons from shaders
« Last Edit: September 27, 2018, 06:43:01 AM by WASasquatch »
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