Procedural Terrain Library

Started by rcallicotte, July 21, 2008, 10:40:58 am

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inkydigit

Quote from: schmeerlap on November 03, 2010, 11:51:32 am
Mescadia basic (procedural) terrain (minus the cylindrical projected Image Map Displacement).
Basically two PF displacements merged, and then an S&O shader applied.
I've left the surface shaders and water in the tgd so it's a terrain file +.

cheers John, will have a wee peak!

AnneCHPostma

Since I just started again with Terragen after a 2 year break from rendering, these terrains will definitely get met up to speed quicker than without them. Thanks for sharing you all and once I am confident that I have created decent landscapes of my own I will make sure to add some in this thread myself.
Ponder this: Is a bit the ultimate Yin Yang?

max_thehitman



SUPERB POSTS!!!
All wonderful great ideas to get started and to re-work old works too.
THANKS Everyone for sharing!



AP

I thought that I would share an alternative means of making a planet covered in Craters. It took some tweaking but it is acceptable I think.

Zairyn Arsyn

"Stacked Oreo's Terrain"

http://www.planetside.co.uk/forums/index.php/topic,13654.msg134411.html#msg134411

for a friend

based off of FrankB's wavy perlin terraces and inky's perlin rock node setups 

WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

i7 2600k 3.4GHZ|G.skill 16GB 1600MHZ|Asus P8P67 EVO|Evga 770GTX 4GB|SB X-FI|Antec 750W
http://zlain81.deviantart.com/

AndyWelder

Thank you both, ChrisC and Zlaai for the files!
"Ik rotzooi maar wat aan" Karel Appel

Dune

The fractal warp is a terrific instrument.

bobbystahr

something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

TheBadger

It has been eaten.

bobbystahr

Quote from: TheBadger on September 05, 2015, 12:33:45 am
thnks


I neglected to turn off Cast Shadows on the Cube I think in the .tgd....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

AP

Fake stones shader functions.

Note: I had an idea to use these functions to drive cloud patterns that could create some interesting break-off effects. At the moment it is not working. Normally the color in the Fake stones shader should work as input for other functions but for what ever reason, the clouds have no effect from the shader. I plugged the Fake stones shader into all of the proper Cloud layer inputs but nothing changed.


Dune

Perhaps your stones are much too small to see any effect in the clouds  ;)

AP

July 07, 2016, 01:54:09 am #42 Last Edit: July 07, 2016, 01:56:31 am by AP
I did variate the size of the stones. I went as high as 20,000 meters. I also had the same connections that you posted.

Dune


AP

Indeed. I will see what happens now.