Author Topic: river problem  (Read 634 times)

Offline bobbystahr

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Re: river problem
« Reply #15 on: December 22, 2018, 12:48:27 PM »
This is just great. I love the way this forum solves things. Well done Ulco.
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Offline Dune

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Re: river problem
« Reply #16 on: December 23, 2018, 06:14:01 AM »
I've used this method before, so it was easy to put together again. You can also make cascades with local strata shaders, btw. Or just unmask one of the existing strata shaders, the perpendicular one. May also be interesting to see what Daniil's shader does to this...

Here's one from 2011, without the valley, but using distance shader to raise ground.

Offline bobbystahr

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Re: river problem
« Reply #17 on: December 23, 2018, 07:25:56 AM »
brr, that looks a chilly as it is here..cool foam on the rapids for sure.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline mhaze

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Re: river problem
« Reply #18 on: December 23, 2018, 11:00:03 AM »
Daniil's shader flattens the valley floor too much and the latest version seems to create lakes whether I want them or not!

Offline Dune

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Re: river problem
« Reply #19 on: December 23, 2018, 03:29:34 PM »
Too bad. Maybe only the outputs can be used for something, like rubble/flows texture change or so.

Offline mhaze

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Re: river problem
« Reply #20 on: December 24, 2018, 09:16:02 AM »
Good idea.

Offline WASasquatch

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Re: river problem
« Reply #21 on: December 25, 2018, 09:48:12 PM »
Have you tried my river maps function? It uses the logic we all use but is intended to mask to base planet terrain, creating a initially flat river bed.

http://www.store.nwdastore.com/miscellaneous/procedural-river-maps
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