Load Terrains problem

Started by tagan, October 20, 2008, 11:23:29 AM

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tagan

try to make you this question! I know little English.....

I have a file .ter:

Add Terrain-->Heightfield (load file)
and i get this:



how can replicate the ground throughout planet01?
I do not want to have this:



flat horizon!!!

(i've the free non-comemrcial edition build 1.9.99.1)
tagan
Tagan, Rome - Italy
Intel QX9650 3GHz, 8GB DDR3 1333MHz 6.6.6.18, 1TB Raid0, nVidia 8800 GTX 768MB, XP x64 Professional and....
......a GREAT Desire to Learn Terragen 2

tagan

and if i do in this mode? :

1. add terrains --> power fractal
2. add terrain --> load file

like this (it's only a example... visible well)


Tagan, Rome - Italy
Intel QX9650 3GHz, 8GB DDR3 1333MHz 6.6.6.18, 1TB Raid0, nVidia 8800 GTX 768MB, XP x64 Professional and....
......a GREAT Desire to Learn Terragen 2

rcallicotte

I don't know of any way to replicate one TER file, except by creating individual instances of the TER by Heightfield Load.  Otherwise, you could use a Fractal Terrain and put your TER in the midst of this Fractal Terrain.
So this is Disney World.  Can we live here?

Mohawk20

What is your home language?
Could be easier to explain if you speak the same language as one of the senior members here...


To solve your horizon problem, just add a power fractal shader from *right mouse button*, "Create shader" -> "Displacement Shader" -> "Power fractal shader v3"

The output from that should be connected to the height field's "input". Then change the scale and displacement settings of the power fractal to 200 to start with, and edit them to something you want.
Howgh!

bigben

1: Try to find a fractal terrain that provides a suitable match to elevation and form (shape) for the areas outside of the terrain.
2: Increase the border blending of the TER to provide a more natural transition

That's probably the quickest way without getting too technical.

JimB

Learn how to use the Merge Heightfield shader?
Some bits and bobs
The Galileo Fallacy, 'Argumentum ad Galileus':
"They laughed at Galileo. They're laughing at me. Therefore I am the next Galileo."

Nope. Galileo was right for the simpler reason that he was right.

tagan

Quote from: Mohawk20 on October 20, 2008, 05:25:54 PM
What is your home language?
Could be easier to explain if you speak the same language as one of the senior members here...

hi, i'm italian and i speak little english.

I did this:
1. add terrain --> power fractal
2. add terrain --> load file





mmmm...but before I do these things, I study the other .....!
For example, surfaces, I can not make them beautiful as in Terragen 0.9 ...! :-\

a image in terragen 2:
http://www.facebook.com/photo.php?pid=30048095&id=1471860649
Tagan, Rome - Italy
Intel QX9650 3GHz, 8GB DDR3 1333MHz 6.6.6.18, 1TB Raid0, nVidia 8800 GTX 768MB, XP x64 Professional and....
......a GREAT Desire to Learn Terragen 2

bigben

Had a quick play... no you want a blending shader.  Attached mine here.

Set border blending of terrain to 0 (this is handled by the clip file)
In the displacement section of the Heghtfield shader uncheck Flatten first.

Insert this clip

Set input values in clip:
TER metres = width of the TER file in metres
(actually it's the width of the mask so it doesn't have to be exact, but it should be equal to or less than the width of the TER)
Offset X and Y = position of the centre of the TER
Border blending is what it's name suggests (0 - <1)

For a single terrain connect the mask output to the blending shader input of both the TER and the fractal terrain, check blend by shader in both and invert the blending shader in the fractal terrain.

The extra nodes in the clip are for subtracting a mask of an overlapping TER



tagan

thanks everybody.
thank you bigben.

i used bb_TER_blending_mask.tgc clip file and now it's all ok.

;D ;D ;D

tagan
Tagan, Rome - Italy
Intel QX9650 3GHz, 8GB DDR3 1333MHz 6.6.6.18, 1TB Raid0, nVidia 8800 GTX 768MB, XP x64 Professional and....
......a GREAT Desire to Learn Terragen 2