Do you think terragen could do this?

Started by Jack, July 05, 2009, 09:14:23 pm

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Jack

Dax has done this image all in vue with his displacements


Its looks pretty awesome! do you think terragen could do something like this?
My terragen gallery:
http://wetbanana.deviantart.com/

old_blaggard

http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

latego


Walli

most people try to figure out crazy ways to do such stuff instead of doing it the easy way - create a simple geometry in the application of your choice and then apply displacements. No rocket science ;-)
But this example looks nice and actually I think it would be nice to see more of this kind "strange" landscapes.


Jack

Quote from: Walli on July 06, 2009, 06:00:13 am
most people try to figure out crazy ways to do such stuff instead of doing it the easy way - create a simple geometry in the application of your choice and then apply displacements. No rocket science ;-)
But this example looks nice and actually I think it would be nice to see more of this kind "strange" landscapes.



No I was wondering if terragen could do this with functions or another way within terragen
My terragen gallery:
http://wetbanana.deviantart.com/

Walli

do you know, how he did it with Vue? In 99% of all cases its not one single terrain, but many. And actually those terrain objects more or less are objects.

If this is really just one single terrain object, then I would be surprised.

Jack

Its a meta blob so yeah one object with functions
My terragen gallery:
http://wetbanana.deviantart.com/

Henry Blewer

Meta Blobs are not height fields. I would export a height field and grab the vertices's I wanted to manipulate. Extrude them, twist them, make them clean the windows...
After you have the new height field ready, import it back into Terragen 2 as an object. Apply more displacements and shaders. It should work well enough. I have never tried it. 
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Walli

so exactly as I said - not a "real" terrain, but an object. The rough shape is made with the metablob in this case - thas the reason why you have "holes" and arcs that are smoothly connected. And ontop of that displacement is applied.
You need an external application to create the base mesh as the stuff you can see in your example usually canĀ“t be done with a heightfield.

Oshyan

It would be pretty difficult to do it completely within TG2, i.e. without modeling in an external app. But it's support for metablobs that makes it possible in Vue. The displacement capabilities are similar, with TG2 having something of an edge in overal stability and displacement fidelity, especially over large scales. So if TG2 had Metablobs (which is the kind of thing that could probably be done easily as a plugin once the SDK is available), then this would be easily possible. It's definitely a cool technique. I've been watching Dax's work, it's very good. :)

- Oshyan

Jack

Quote from: Oshyan on July 09, 2009, 12:03:54 am
It would be pretty difficult to do it completely within TG2, i.e. without modeling in an external app. But it's support for metablobs that makes it possible in Vue. The displacement capabilities are similar, with TG2 having something of an edge in overal stability and displacement fidelity, especially over large scales. So if TG2 had Metablobs (which is the kind of thing that could probably be done easily as a plugin once the SDK is available), then this would be easily possible. It's definitely a cool technique. I've been watching Dax's work, it's very good. :)

- Oshyan

so is a sdk going to be made available?! this is exciting :o
My terragen gallery:
http://wetbanana.deviantart.com/

Oshyan

Quote from: wetbanana on July 09, 2009, 03:01:26 am
Quote from: Oshyan on July 09, 2009, 12:03:54 am
It would be pretty difficult to do it completely within TG2, i.e. without modeling in an external app. But it's support for metablobs that makes it possible in Vue. The displacement capabilities are similar, with TG2 having something of an edge in overal stability and displacement fidelity, especially over large scales. So if TG2 had Metablobs (which is the kind of thing that could probably be done easily as a plugin once the SDK is available), then this would be easily possible. It's definitely a cool technique. I've been watching Dax's work, it's very good. :)

- Oshyan

so is a sdk going to be made available?! this is exciting :o


Eventually yes, but unfortunately it's a ways off at this point. 64 bit and animation functionality take precedence.

- Oshyan

efflux

If TG2 had volumetrics you could do this procedurally like Mojoworld Volumetrics:

http://www.mojoworld.org/galleries/still.php?entry=5PWWGYMB

Matt

Quote from: Oshyan on July 09, 2009, 12:03:54 am
So if TG2 had Metablobs (which is the kind of thing that could probably be done easily as a plugin once the SDK is available)


Really? ;)
Just because milk is white doesn't mean that clouds are made of milk.