Can Terragen 2 do this?

Started by cdilla, October 28, 2009, 11:35:39 AM

Previous topic - Next topic

cdilla

I wonder if I could trouble you for your opinion on whether or not Terragen is suitable for a project I am working on.

I find it difficult to be succinct in a description of my requirements but if I give you an example scenario you should get the idea and be able to advise what is and is not possible.

A procedural method creates a realistic terrain over a large area, say 100sq km, that gives detail down to a 10m ish resolution.  

This terrain is then "fixed" as a mesh rather than a procedural terrain so that it can have large features like rivers and the like manually or subprocedurally added.

A 10x10km subdivision of the large terrain is saved off and reloaded and made more detailed via procedural and manual methods to add detail at the 1m ish level, say roads and building plots for example.

This process could be repeated again for a 1x1km subdivision and so on.

Thus when an image or animation is made the 100x100 area is loaded first, then the 10x10 area, which overwrites the appropriate bit of the 100x100 terrain, and so on down the the most detailed subdivision, which is where the action will take place.

I saw an animation of a Martian scene that gave me the initial thought that Terragen might be able to do this.

What I need is that the individual subdivisions can be saved, manipulated, and reloaded into the larger map accurately (ideally using an absolute coordinate system).

If this does sound feasible?  

Kadri

#1
In theory everything is possible . I think TG2 can do this . But it would really helpfull for what you will using this , to be more clear... Game ? Video?

I am sure the really good Terragenners or Planetside itself will say something about this :)

Kadri.

JimB

#2
Yes.

Load each LOD terrain on top of the other (large area/lower res first, next higher res next, etc...). You have to ensure that you're very methodical about placement, sizes, etc. I highly advise that you create a map and mark where each LOD piece is, with their names and size details, even co-ordinates. You should also make the placement position of each heightfield at its centre, not the corners. It can be a bit of a headwrecking experience otherwise, especially if under pressure of a deadline.

You can also use the border blending slider to create a smooth transition at the edges.

Below is an example of blending terrains together. The yellow is a product of the large border blend that I set up between the red and green of each terrain.
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.

cdilla

Thank you for the responses.
It all sounds very positive.
I will read through the docs and wiki again and create some test projects (using the free version for now).
The immediate goal is to have some way of permenantly storing the information about a virtual world at various levels of detail in such a way that they can be reliably reassembled for rendering in TG as stills or videos.
Further down the road the information might be exported for use in a game engine, but that's a long way off.
For now I'll be more than happy to think to myself, I'd like an early evening shot of location X today, and be able to quickly set it up from the high medium and low resolution previously created for that area.
Thanks again for your input.


Oshyan

What you want to do is definitely possible, the main problem I can imagine you running into at larger scales is planet curvature. But it's easy to export, edit, then re-import heightfield terrain and blend it into a scene. For the blending, I suggest you look at the work of BigBen on "tiled" terrain sets. Multiple threads here:
http://forums.planetside.co.uk/index.php?topic=2211.0
http://forums.planetside.co.uk/index.php?topic=2502.0

- Oshyan