Planetside Software Forums

General => Open Discussion => Topic started by: DannyG on May 13, 2017, 06:52:32 PM

Title: Quadspinner's TOR Platform at EUE 2017
Post by: DannyG on May 13, 2017, 06:52:32 PM

http://www.daxpandhi.com/Blog/eue-2017 (http://www.daxpandhi.com/Blog/eue-2017)
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: zaxxon on May 14, 2017, 09:32:44 AM
Wow!
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: zaxxon on May 15, 2017, 11:27:49 AM
Hey Danny! Thanks for putting this link up. There hasn't been much reaction here, but the linked article shows a major paradigm shift in terrain creation, and one that should dramatically change how we work. If I understand the concepts correctly instead of a "Shader" based process (create-filter-erode in a node connected progression of perlin/voronoi noises), to a "Goal" based process of  having a defined terrain type (some sort of library of valleys, rivers, ridges, etc) and then placing and adapting the elements into the desired terrain. As the author points out; the skills to create believable terrains from networks of modified 'noises' are difficult to master, and don't lend themselves to an "artistic" workflow. To be able to just place a 'valley' in a given spot and then put a 'river' off to one side of it beneath a 'cliff' and then tweak with types of erosion, displacement and debris forming a desired shape would be truly awesome. While TG contains a nodal language to create virtually any terrain feature, it ain't easy (understatement)   :(. 

So Danny, thanks again, and this bump is because I think this is a very important development!
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: Dune on May 15, 2017, 12:10:13 PM
I've seen it, downloaded the article, but haven't read (no time). But if Danny posts and Doug says so, I'm sure it must be interesting!
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: jaf on May 15, 2017, 03:14:36 PM
This looks great, but my concern would be the World Machine part.  Is World Machine development going to continue, or is it dead?  Look here: http://forum.world-machine.com/index.php?topic=3233.0

Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: DannyG on June 20, 2017, 01:32:01 PM
Quote from: jaf on May 15, 2017, 03:14:36 PM
This looks great, but my concern would be the World Machine part.  Is World Machine development going to continue, or is it dead?  Look here: http://forum.world-machine.com/index.php?topic=3233.0

TOR has nothing to do with World Machine. It is not another plug-in like GeoGlyph. It's a stand alone terrain modeler at this stage. He (QSpinner) is still developing it
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: René on June 21, 2017, 06:11:03 AM
Painting erosion with a context aware brush looks fantastic!!   
I am not sure if this video is visible if your'e not on facebook.

https://www.facebook.com/daxpandhi/videos/10158832261760531/
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: zaxxon on June 21, 2017, 10:21:40 AM
Thanks for the link Rene. This non-Facebook guy was able to view and enjoy the video. Fantastic stuff in the works!
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: Dune on June 21, 2017, 11:29:27 AM
Wow, that's awesome (after clicking away the annoying F*#B reminder).
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: Hannes on June 21, 2017, 11:54:16 AM
Amazing!!!!!!! Thanks for the link(s).
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: Kadri on June 21, 2017, 12:29:47 PM

That looks great. Thanks René.
Title: Re: Quadspinner's TOR Platform at EUE 2017
Post by: SILENCER on July 21, 2017, 04:13:57 PM
We worked with Dax on BSG and couple other things, and he's a very talented cat. Provided some nice jumping off points in Vue for me to get it kickstarted.