Cliff

Started by A4size, August 16, 2009, 03:09:49 am

Previous topic - Next topic

Henry Blewer

That's the problem. I thought height fields were flat to begin with, so why add a function which should not be needed?
I've have been making too many guesses how things in this program work. The forum has helped, NWDA and StoneFinger has helped. But there is so much undocumented. The more I learn, the stupider I get...
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

FrankB

if you have "just" the heightfield plugged into a compute terrain, like in the default scene, you're fine.
The compute terrain node combines the functionality of two shaders in one: of the tex coodrs from xyz and from compute normal.
So compute terrain is giving you both altitude and slope information.

Frank

Henry Blewer

Thanks Frank. I've been messing around, getting some severely twisted terrain. Part of this 'twistedness' is from the extreme values used for the displacements. The results have been cool, but for rendering anything realistic, not much use.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

A4size

Thank you for letting me know the various

I do my best
From Japan.  / a4size.3dcg@gmail.com
I am afraid I am not good at English.  | Twitter - http://twitter.com/A4sizeCG
CGHUB  | http://a4size.cghub.com/

A4size

The coast from the cliff
From Japan.  / a4size.3dcg@gmail.com
I am afraid I am not good at English.  | Twitter - http://twitter.com/A4sizeCG
CGHUB  | http://a4size.cghub.com/

Kadri

Nice. But i liked the first POV more.

Cheers.

Kadri.

rcallicotte

I like the POVs on both, but would like to see more roughed up textures.  Then again, I wonder if that's just because that's what I expect about textured surfaces by what I've seen here.  Rarely have I seen some of the cool surfacing in real life to match what I've seen here.
So this is Disney World.  Can we live here?