colored strata

Started by DJ, February 06, 2009, 03:23:32 PM

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DJ

Now with tilted strata:

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(see also http://forums.planetside.co.uk/index.php?topic=5664.0)

Tangled-Universe

Quote from: dj7901366 on February 10, 2009, 03:58:26 AM
I made the same experience.
It seems there is principally a problem to combine redirected terrain with fake stones.


Yes and no. Yes because the reason for this is not really intuitive/obvious. Technically it is 'no''.
The reason that fake stones don't look good or behave as expected when being displaced is because all displacements 'before' the fake stones are incorporated into the fake stones. Often resulting in flat stones or weirdly displaced ones.

The solution for this is to create a surfacelayer which acts as a base for the fake stones. That means you will have to add fake stones as a child layer of this surface layer (disable color of the surface, you don't need it).
If you enable the smoothing function in the last tab of the surface layer all the displacement up to the latest compute terrain will be included as being the base for the fake stones. Now your fake stones should behave as expected.

I hope this is a bit clear, cuz I'm not really sure how this describe this entirely correct. Nevertheless, it should work :)

Martin

DJ

Thank you Martin.
I tried this but it did not work.
If I set the smooth-parameter to 1.0, the stones are diplayed correct but the redirect-effect of the terrain gets lost.
If the smooth-parameter ist lower than 1.0, the stones are distorted again.
What did I wrong ?

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Tangled-Universe

Thanks for posting the .tgd. Makes problem solving lots easier.
It's bedtime now so I'll take a look at this tomorrow.

Martin

Tangled-Universe

Ok, figured it out, couldn't resist taking a look at it :)
Here's a very slightly adjusted .tgd.
I moved the compute terrain before the fake stones base layer.
Also attached an image for comparison.
Hope this will get you back on track with your project.

Martin

Luminos

Without knowing alot about t2 I've been trying to create this effect for a while. Would you be able to write a tutorial for this one or link me to one? Otherwise great picture, Keep up the good work
WoooOOooo I am WinDeXTor! I will clean your Soul! HA Ha ha (Echoing Laugh here)

DJ

Thank you Martin for your solution.
The problem is, that the terrain is still affected by the smoothing of the last surface:

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@Luminos
As far as I know there is currently no tutorial for the tilted noise surfaces.
When all problems are solved I will try to summarize my experiences.

Tangled-Universe

Quote from: dj7901366 on March 06, 2009, 10:20:08 AM
Thank you Martin for your solution.
The problem is, that the terrain is still affected by the smoothing of the last surface:

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@Luminos
As far as I know there is currently no tutorial for the tilted noise surfaces.
When all problems are solved I will try to summarize my experiences.

I know :( You could already see it in the example-image I showed you.
When I've time I'll try to take a look at it for a solution.
Maybe you could play with reducing the smoothing effect or increase the displacement-values before the compute terrain to get the roughness back, but then I'm not sure if the stones will still be that smooth (they should be however).

Martin

DJ

I found a workaround that leads to acceptable results:

The trick is to limit the smoothing to the same max. slope as the fake stones are limited.
The flattened area around the stones now looks a bit like alluvial sands, not so bad.
On the other side the structures in the steeper regions are not affected.

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Here's a detail of the lower left region:

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Tangled-Universe

Great to see you've figured it out even further :)
If I understand correctly you just used the slope-restrictions in het surfacelayer?
If not could you show then?

Martin

DJ

I just connected the distribution shader of the fake stones as a blending shader with the underlying surface.
This is the final tgd:
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Dietmar