Equalize Displacement

Started by WAS, August 23, 2019, 01:36:59 PM

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WAS

Does anyone know a way you could take a displacement like a high noise variation PF of spike like thingies, and equalize the heights? I want to plateau them, and use them for icebergs, including the "roots" disappearing into the volume of the water, however, I have some spikes that don't even reach the water level and look bizarre showing under the surface, and I really don't want to spend time examining miles of terrain to mask hundreds out.

Tangled-Universe

Whenever I want to do this too I visit this thread, because I always forget the trick:

https://planetside.co.uk/forums/index.php?topic=7548.0

WAS

Quote from: Tangled-Universe on August 23, 2019, 03:00:01 PMWhenever I want to do this too I visit this thread, because I always forget the trick:

https://planetside.co.uk/forums/index.php?topic=7548.0

I think this is covering clamping the spikes? I can plateau them no problem but some do not meet this terminator and fall below it, so aren't plateaued and visible under the water.

Tangled-Universe

This does exactly what you need.
Sounds to me that for underwater spikes you'd need to tweak your fractal to be less extreme.
Working in colour -> displacement workflow is sometimes easier for more control.
It should be easy to create a somewhat spiky fractal which isn't overdone in spikyness.
Use smooth ridges/billows parameters to smooth out spikes at lower altitudes.
Also noise variation tweaking is probably important.
Once you have a fractal with relatively smooth valleys and sharp peaks, then use the plateau trick from my previous post.