How to create very specific pre-designed compositions?

Started by fxsculpt, January 22, 2010, 10:43:22 AM

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fxsculpt

I'd like to hear what others are doing to be able to recreate very specific pre-defined compositions? This is very important in VFX for example. I tend to see many examples here of "I created random terrain and found cool spot" type workflows but this is not always the best for what a client may need.

For example whats the best way in TG2 to go about creating this environment for a 3d fly-though? (see image below)
http://www.ianandwendy.com/korea/seoraksan-national-park/seoraksan-43-.jpg

As an example layout that a client needed with that exact shape or close to it.

Would you begin with a 16bit height-field painting in Photoshop or??


Henry Blewer

You can do all of this. Real world data in GIS format is directly supported. Also, after the height field or fractal terrain has been saved, it is there for anyone in the work flow to use.
Using photoshop to draw a landscape image map can be done. If you download the real world file, then save the height field generated from it, it is quite easy to pick spots and camera fly through paths.
http://flickr.com/photos/njeneb/
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FrankB

Hi,

if you want a very specfiic layout for landscape feature, it's probably best to work through painted masks - mostly to determine the place where a particular feature should appear. You can still leave the displacements procedural.
For example, if you paint a soft white spot where a small mountain should be, then you can feed this as a mask into the displacement generating nodes.
Same with a river: you paint a river and apply that as an input for e.g. the displacement shader and apply a little bit of negative displacement.
The person I know who probably has shown most of these specifically layouted scenes is Dune. He's here on this forum and I wouldn't be surprised if he would chime in here anyway.

Regards,
Frank

cyphyr

In Oct 07 I made an attempt at re-creating Counstables HayWain to test out just this concept and workflow. It was unfortunately abandoned due to Terragen being unable to handle the objects and large number of populations adequately at the time. Now I'm sure it could easily manage these requirements but you might want to take a look through the thread as I got a lot of help and feedback. Who knows I may get around to finishing it one day :)
Richard
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Dune

QuoteI wouldn't be surprised if he would chime in here anyway.
Well, here I am... That's exactly what I do, although for simple displacements such as rivers, I don't even bother about 16-bits, but use 8-bits greyscale TIF, loaded in an image map shader and displaced or used as a mask for all sorts of distributions (paths, trees, fields...). See this one: http://forums.planetside.co.uk/index.php?topic=8632.15, which had to be exactly done according to archeological maps.

For real heights I guess 16-bit greyscale would be much better. Large for more detail. A PS painted landscape base can also be imported in World Machine, to give it some erosion.

---Dune

FrankB

oh, and I forgot Ryan, who also just recently made a pretty astounding and detailed landscape with fields and rivers and stuff....

http://forums.planetside.co.uk/index.php?topic=8095.0

Frank

fxsculpt

Thanks for the tips thus far.

"can also be imported in World Machine, to give it some erosion."
RE: Dune,

I have been using GeoControl2 on my PC for some of my erosion. Any reason you prefer World Machine? What are the benefits there (not to cause a software debate but just curious. Maybe I need both.)

Oshyan

As with most things in TG2, there are many ways to accomplish the stated goal of more explicit scene design. Creating terrains and masks in external applications is a common way, but you can also do a lot in TG2 with a bit of creative use of shaders.

For that particular scene I might just use the built-in Painted Shader and hook it up to a Displacement Shader, then paint the peaks directly. You ought to be able to make a fairly good rough out of the shapes, then apply some procedural displacement to it to get the details looking right. There are certainly more complex situations where this doesn't work as well, especially where erosion effects are needed (TG2's built in erosion only works on heightfields, and can be difficult to control).

- Oshyan

Dune

@fxsculpt: I don't have GeoControl, so there's no real preference.

JimB

Use a 3D app to build a rough poly version of the landscape, and to compose the shot.
Render the landscape from above with an orthographic camera, with a black to white linear grad projected through the scape, to create a rough heightfield.
Tweak in Photoshop if necessary.
Import that into an app like World Machine and add erosion and any other desired natural filters. It's a good idea to also smooth the heightfield a bit first.
Save as .ter and load it into TG2.
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fxsculpt

Thanks everyone. These tips make a lot of sense! Hope to share some results.

Henry Blewer

http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

blackcat

All of my landscapes are evolved from hand-painted heightfield maps I create in Photoshop.

R