I am pleased to present the beta version of fractal procedural erosion shader for Terragen. It is developed using Terragen SDK.
At the present it works on Windows only, no OS X version yet.
And yes, it's free.
Shader process it's input and outputs eroded landscape. But may be it is better to interpret it as eroded landscape synthesizer which is basing on uneroded input landscape.
Achieving good-looking results highly depends on how the unprocessed terrain was designed. Original landscape doesn't need to have many small-sized details, they can sometimes confuse the algorithm. Moreother, usually small details are shaved off completely and algorithm generates its own details. So you can generate original landscape using lesser number of octaves, also it is faster.
Currently shader doesn't process truly infinite area, as one can expect from procedural algorithm. Actually it handles the square area of size approx. (1000 * Erosion scale)^2 (1000 km * 1000 km for default settings) centered at (0, 0). The support of much bigger sizes is planned in the future.
Shader uses extensive RAM caching during its work, and can hog up to several gigabytes. You can control the amount of RAM which shader can use, but actually the more RAM you have, the faster plugin works, especially during the animation rendering.
To evaluate a single point algorithm has to evaluate context area around: to sample original area and to build drainage network; it results in a noticeable delay before actual render or even just preview starts updating. But all data is being cached, so evaluating of a point next to first takes much less time. The less distance between points, the less new data has to be evaluated. So after initial delay rendering is speeding up. And if you render the animation, subsequent frames are rendered faster than the first. But if the erosion cache grows too large (bigger than limit) it is being flushed, and shader has to rebuild some data again.
To install just extract the dkerosion.tgp into "Plugins" subfolder in your main Terragen folder. There are two builds, 32 and 64 bit, you need to install just one of course. Then you can find the erosion shader in the Displacement Shader section of shaders.
Terragen 3.3 or higher required.
Some images:
[attach=1][attach=2][attach=3][attach=4]
By Ulco Glimmerveen (Dune):
[attach=5][attach=6][attach=7][attach=8]
By Martin Huisman (Tangled-Universe):
[attach=9]
Version 0.4.0 beta.
[attachurl=10]
Daniil.
Parameters guide:
Scale tab:
Scale (in meters). Sets the size of biggest erosion features, this is the average distance between biggest ridges. In overall, the more the scale, the more eroded is the terrain. For big mountain ranges you can try the values of 2k or higher.
Scale = 400
[attach=1]
Scale = 1000
[attach=2]
Scale = 2000
[attach=3]
Large-scale attenuation. Attenuates the first and slightly the second octaves, working somewhat similar to Feature scale parameter in Power. Can be useful to making largest valleys less prominent.
Large-scale attenuation = 0.0
[attach=4]
Large-scale attenuation = 0.7
[attach=5]
Octaves - sets the number of Fractal octaves.
Dynamically reduce the number of octaves - allows algorithm to calculate less octaves if higher octaves are too small and invisible – for example, at distant view. Greatly speeds up the rendering.
Technically this parameter is needed if you want to stack multiple erosion plugins serially. In this case you need to set it off for all instances except last.
Non-rendering octaves. This is abridgement of "Non-rendering context octaves". The number of octaves used for populations.
As was written, usually it is beter to enable "Dynamically reduce number of octaves" option for better performance. In this case distant area will be evaluated using lesser number of octaves, so actual number of rendered octaves depends on the camera position. This will work wrong if populations used, so Erosion shader ignore this option and "Octaves" parameter and will use "Non-rendering octaves instead. Using usual "Octaves" parameter can be very slow process, imagine populating area of 10x10 km using Scale = 1000 m and 16 octaves - it forces the shader to evaluate the whole square of 10x10 km with 3 cm resolution. So I recommend to set "Non-rendering octaves" to a values lesser than "Octaves". You can try various values and find a good compromise between populating process speed and populating accuracy.
Parameters tab:
Hardness and Rock removal: affect the profile of gullies. Hardness controls the slopes of gully (and partly depth), and Rock removal controls overall erosion effect, changing depth and width of gullies.
Hardness = 0.3, Rock removal = 1.0
[attach=2]
Hardness = 0.8
[attach=6]
Rock removal = 0.4
[attach=7]
Illustration of effect of these parameters on gully profile:
[attach=8]
Deposition amount controls the sedimentation. Can be set to the values higher than 1.0. Rivers example from the first post used Deposition amount set to 1.5
Deposition amount = 0.5
[attach=2]
Deposition amount = 0.8
[attach=9]
Deposition floor creates global layer of sediment which covers all places with altitude lower than Deposition floor value.
Smooth ridges. Generates rounded ridges instead sharp, but its effect reduced by further generating of higher octaves.
Limited gullies length - limits the length of gullies so they won't form long structures
Gullies sharpening – sets the amount of sharpening the gullies at beginning.
Smooth surface – smoothes surface, can be useful if it is need to generate a limited octaves picture.
Maps tab.
Erosion shader can generate not only displacement, but also color 2D-images, which can be used for masking other shaders. These images called maps.
To use maps, you need to turn on "Enable maps" parameter. Basically that's all – you can link Erosion shader to Mask input of other shader. Default map to output is Deposition map.
In this example I want to shade deposition layer, so I added Surface layer and linked Erosion shader to Surface layer's Mask input.
[attach=10]
You can see that deposition map has smooth cloudy edges, it is rarely useful (but can display thickness of deposited sediment), so I added Colour adjust shader and set White point to 0.01 – it is enough for sharp edges.
Also I want to add a second map to display erosive flows. Erosion shader able to output up to three maps in the same time, it uses color coding for that. Using "Red", "Green" and "Blue" parameters you can select desired map, and it will be output using that color component.
To extract needed map from complex output you need to use "Red to scalar", "Green to scalar" or "Blue to scalar" functions in the "Function->Convert" section of shaders.
So I used Green and Blue components for Deposition Map and Flow Map A.
[attach=11]
There are two flow maps in the shader – A and B. You can use first map for shading, and second to generate displacement based on flows – it is useful for creating river channels (you need to link this map into Displacement Function input of a shader which generates disoplacement, for example, Displacement shader or Surface shader, and set Displacement amplitude to negative value). Flow map B has important hardcoded property for rivers: lesser flows are scaled to have lesser depth. Flow map A use equal intensity for all flows.
You can limit the number of octaves for both flow maps (usually it is enough 1...3 octaves for rivers) using map octaves parameters, and set smoothing for flow maps using smoothing parameters (useful for smoother river channels).
Mask tab.
Erosion shader can be masked by other shaders, it can be useful for limiting the erosion effect.
There are usual Mask by shader and Invert mask parameters, and also three masking modes.
This is original terrain and also fully processed by erosion:
[attach=12][attach=13]
Masked terrain with all modes off:
[attach=14]
Limit erosion to mask. This mode tries to keep erosion inside mask without sharp transitions at the edges of mask even if mask is just black and white colors. Erosion effect can go out of mask a little.
[attach=15]
Mask as blend - common blending mode, multiplies erosion effect by mask (attenuating displacement by grey colors).
[attach=16]
Mask as rock removal - mode which keeps the slopes, often looks more natural than Mask as blend mode.
[attach=17]
You can combine the modes.
Daniil.
Great. Thanks a lot for developing this shader!
Wow this is fantastic!!!
Thank so much ;)
Thank you very much! Especially for sharing it for free with the community.
Much appreciated!
I wanted to try on the pc at work...hehe..simple dual core not really running it well... :D
Couple questions, my friend here has Terragen 2.2 and wants to know if it is compatible? I am wondering what the System Requirements may be. You mention "Gigabytes" of RAM, that could cause crashes on systems with 2-4GB RAM, no?
Thank you for all of the effort put forth for such a paradigm shift within computer generated terrain generation.
Thank you. Nice to have another feature to play with :)
And this may be good to know; the first rendering takes longer than after that, as it needs to build up a memory of the erosion. The lower the octaves the faster.
I was about to write something about masking, but won't until you have, Daniil.
Just seen this. So happy and could not come at a better time for me. Thank you for all the hard work I shall go away and play.
This is amazing and much faster than I was expecting!
Absolutely great work Daniil!
As you can see we all really appreciate your efforts on this! :)
Thanks a lot!
Quote from: WASasquatch on November 15, 2015, 03:14:27 PM
Couple questions, my friend here has Terragen 2.2 and wants to know if it is compatible? I am wondering what the System Requirements may be. You mention "Gigabytes" of RAM, that could cause crashes on systems with 2-4GB RAM, no?
No, it isn't compatible with TG2. It even won't wotk with earlier versions of TG3. As for RAM, you can set the erosion cache size to 1 GB, but expect the great slowdown due to frequent cache flushes. You can also keep low RAM usage by limiting the octaves (5-6), it is often enough for a good picture. You can get additional details then by using usual noise fractal shaders.
Quote from: archonforest on November 15, 2015, 03:02:27 PM
I wanted to try on the pc at work...hehe..simple dual core not really running it well... :D
There is some initial delay in the rendering process, as Ulco mentioned. I also edited the first post and added additional information about this delay. You can also limit the number of octaves in the erosion shader and also in fractal(s) forming the original terrain.
Quote from: Dune on November 16, 2015, 02:38:39 AM
I was about to write something about masking, but won't until you have, Daniil.
Feel free to be first, Ulco. :) I don't have enough time at the moment, but still hope to write about it today or tomorrow.
Daniil.
OK. Masking then, short and simple for the time being;
It is paramount to add some blue nodes to begin with; convert--- blue to scalar, green to scalar, red to scalar. Attach these to the output of the erosion shader, check mapping, and if using a mask like s simple shape or distance shader, check mask ánd check mask as blend (at least that's what I did). Feed the outputs of the blue nodes into the masking input of three successive test surface shaders with distinct colors. Then adjust settings and see what happens.
You can adjust the outputs with color adjust shaders to make areas more or less pronounced, mask them by power fractals or whatever (height, slope...) or combine them using merge shaders. Something like the 1 octave flow map can be used for rivers running down the lowest areas, and that can be warped (whicjh I find very useful).
And then of course use each of these surface shaders to add specific texturing.
At least you can get on your way now ;)
Quote from: blinkfrog on November 15, 2015, 01:49:40 PM
I am pleased to present the beta version of fractal procedural erosion shader for Terragen. It is developed using Terragen SDK.
At the present it works on Windows only, no OS X version yet.
And yes, it's free.
Shader process it's input and outputs eroded landscape. But may be it is better to interpret it as eroded landscape synthesizer which is basing on uneroded input landscape.
Achieving good-looking results highly depends on how the unprocessed terrain was designed. Original landscape doesn't need to have many small-sized details, they can sometimes confuse the algorithm. Moreother, usually small details are shaved off completely and algorithm generates its own details. So you can generate original landscape using lesser number of octaves, also it is faster.
Currently shader doesn't process truly infinite area, as one can expect from procedural algorithm. Actually it handles the square area of size approx. (1000 * Erosion scale)^2 (1000 km * 1000 km for default settings) centered at (0, 0). The support of much bigger sizes is planned in the future.
Shader uses extensive RAM caching during its work, and can hog up to several gigabytes. You can control the amount of RAM which shader can use, but actually the more RAM you have, the faster plugin works, especially during the animation rendering.
To evaluate a single point algorithm has to evaluate context area around: to sample original area and to build drainage network; it results in a noticeable delay before actual render or even just preview starts updating. But all data is being cached, so evaluating of a point next to first takes much less time. The less distance between points, the less new data has to be evaluated. So after initial delay rendering is speeding up. And if you render the animation, subsequent frames are rendered faster than the first. But if the erosion cache grows too large (bigger than limit) it is being flushed, and shader has to rebuild some data again.
To install just extract the dkerosion.tgp into "Plugins" subfolder in your main Terragen folder. There are two builds, 32 and 64 bit, you need to install just one of course. Then you can find the erosion shader in the Displacement Shader section of shaders.
Some images:
[attach=1][attach=2][attach=3][attach=4]
By Ulco Glimmerveen (Dune):
[attach=5][attach=6][attach=7][attach=8]
By Martin Huisman (Tangled-Universe):
[attach=9]
Version 0.4.0 beta.
[attachurl=10]
Daniil.
Woo Hoo...well I may not be here for a few daze no\w...Many thanks ...off to play
I have a problem here. The terrain is flat. I have the three blue Colour to scalar nodes in between the Erosion node and Compute terrain node, masks in the Erosion node are checked and i am feeding the red only into a Colour adjust node then that into the mask of the Surface layer node.
Try your network like this instead
[attachimg=1]
I just figured that out a minute ago. ;D
Thank you Daniil :D
I just have edited the second post and added Maps and Mask tabs description.
Daniil.
Nice, the masking is interesting I can see uses for that. Thank you once again for all your efforts, this is a wonderful addition to TG.
Had a few play arounds and thought to put my WIPs here. Using mostly the Generate node as a base(Third Erosion Test) but Classic is great as well for making a .ter with no detail as a starter. Also one(2nd 2 images) where I made a terrain using bloody huge Fakestones...C&C welcome.
I added the tgd for the fakestone one
It looks like using the Fake stone shader to erode would be good for single peaked mountains. Even eroding localized small scale stones for extra realism would work well. Also, perhaps hero elements and shapes like the Matterhorn come to mind using a more steep Fake stone.
Hello Chris!
I've checked your clip file. I've never used tgc-files before, so may be I am missing something, but it seems erosion shader in your clip doesn't have any unprocessed terrain connected to it's main input. With powerfractal connected it works.
And yes, it doesn't work without any input - so this is bug that needs fix.
Daniil.
I had displaced Power fractals connected to it including some Surface layers. I had it in between the Surface layers (incl. PFs) and the Planet node. So it should have processed normally but it would explode. When i Mask by shader with Limit erosion to mask, it still explodes where the mask input is.
Thank you, Daniil, for this free gift. Much appreciated! BTW: Looks like you made Terraformer2 obsolete ;)
Quote from: AndyWelder on November 20, 2015, 08:39:27 AM
BTW: Looks like you made Terraformer2 obsolete ;)
Can't agree. Traditional raster erosion still much better in terms of realism.
But I'm developing better erosion already. :)
QuoteBut I'm developing better erosion already.
Looking forward to that!
But something different: How do I insert/load this plug-in into TG 3.4? I can't find an option to do so... The .TGP has been copied to the "Plugins" folder.
Quote from: AndyWelder on November 20, 2015, 09:27:38 AM
QuoteBut I'm developing better erosion already.
Looking forward to that!
But something different: How do I insert/load this plug-in into TG 3.4? I can't find an option to do so... The .TGP has been copied to the "Plugins" folder.
In terrains Add Terrain>Displacement shader. It should be at the top of the list.TG 3.4...?did I miss an update?
QuoteTG 3.4...?did I miss an update?
No, I misread the number: It's 3.3.04 on my system :-[
Knowing there are limits in the effected area size but curiosity.
I think the reason why the terrain exploded vertically was that the camera was out of the range that the Erosion shader is limited to. It was to high in altitude. Another thing was there was no erosion present at all when out of range. I noticed the same effect working on another project.
Quote from: Chris on November 20, 2015, 05:39:21 PM
Knowing there are limits in the effected area size but curiosity.
Well, it is very easy to make this area larger at few times, but I don't want such limited solution that still depends on the planet size and erosion scale. I have some ideas how to make erosion range much higher (say, in 1000 times, that is enough for planetary scales), but don't want to do it right now. I can even do it truly infinite, but this means too many changes in the code and also performance would degrade noticeably.
Quote from: Chris on November 21, 2015, 12:50:34 AM
I think the reason why the terrain exploded vertically was that the camera was out of the range that the Erosion shader is limited to. It was to high in altitude. Another thing was there was no erosion present at all when out of range. I noticed the same effect working on another project.
I'll check this.
Daniil.
No need for truly infinite so that 1,000 times is good enough but it can wait. I eventually want to test it in larger scales at some point in the future.
Thank you for checking that error.
Quote from: blinkfrog on November 21, 2015, 01:45:29 AM
Quote from: Chris on November 20, 2015, 05:39:21 PM
Knowing there are limits in the effected area size but curiosity.
Well, it is very easy to make this area larger at few times, but I don't want such limited solution that still depends on the planet size and erosion scale. I have some ideas how to make erosion range much higher (say, in 1000 times, that is enough for planetary scales), but don't want to do it right now. I can even do it truly infinite, but this means too many changes in the code and also performance would degrade noticeably.
Quote from: Chris on November 21, 2015, 12:50:34 AM
I think the reason why the terrain exploded vertically was that the camera was out of the range that the Erosion shader is limited to. It was to high in altitude. Another thing was there was no erosion present at all when out of range. I noticed the same effect working on another project.
I'll check this.
Daniil.
I would love to see global scales honestly. Performance is a User-Side issue.
Quote from: WASasquatch on November 21, 2015, 02:22:18 AM
I would love to see global scales honestly. Performance is a User-Side issue.
I don't think so.
Good performance is a very important aspect of a user experience.
Realism
AND performance are my main priorities. My new algorithm already has a better realism and more natural behaviour, and I am working to make it as fast as possible.
I can write procedural erosion shader which will process infinite area and have a good realism close to the best raster erosion applications but it will be totally unusable as it would consume terabytes of RAM and render single image in a months.
Compromises are the key. Limited area which is enough to cover a planet is good compromise. So I'll expand the area up to 1000x1000 of current in the future, and I think it is enough (that is ~1M x 1M meters).
BTW there are also other problems. You can already cover a whole planet by setting scale to a very high value (100000 for example), but erosion uses a planar projection and won't wrap around the planet.
This is the real problem, not the range. I'll try to solve it of course. But I want to get a good realistic erosion first, even if on the limited area of a 1000x1000 kilometers.
Danill, is it possible to smooth the output from the deposition shade to use as snow? Because of the complexity of the node structure in my current image I can't see how I can do by the obvious method of having a second terrain and taking depostion from that.
Quote from: mhaze on November 21, 2015, 12:29:12 PM
Danill, is it possible to smooth the output from the deposition shade to use as snow? Because of the complexity of the node structure in my current image I can't see how I can do by the obvious method of having a second terrain and taking depostion from that.
Do you mean smoothing of deposition map? I suppose you are trying to add a displacement based on this map to add a volume to snow? If so, I afraid I cannot do the fast-working smoothing. But I would try to limit the values of deposition map (say, by setting white point to 0.2) so it would be smoother in areas with deep snow.
The right way would be adding a special snow layer to the shader and a separate snow map. Possibly I'll add it later.
Daniil.
Cheers Daniil, I'll try your suggestion.
I've been playing with setting for awhile and I can't seem to get rid of the hard transition between sediment and eroded rock. Can you suggest settings to remedy this? Or maybe you could add a smooth setting much like altitude/slope/intersection settings?
(http://i.imgur.com/afeStcE.png)
Quote from: blinkfrog on November 21, 2015, 04:00:33 AM
Quote from: WASasquatch on November 21, 2015, 02:22:18 AM
I would love to see global scales honestly. Performance is a User-Side issue.
I don't think so.
Good performance is a very important aspect of a user experience.
Realism AND performance are my main priorities. My new algorithm already has a better realism and more natural behaviour, and I am working to make it as fast as possible.
I can write procedural erosion shader which will process infinite area and have a good realism close to the best raster erosion applications but it will be totally unusable as it would consume terabytes of RAM and render single image in a months.
Compromises are the key. Limited area which is enough to cover a planet is good compromise. So I'll expand the area up to 1000x1000 of current in the future, and I think it is enough (that is ~1M x 1M meters).
BTW there are also other problems. You can already cover a whole planet by setting scale to a very high value (100000 for example), but erosion uses a planar projection and won't wrap around the planet. This is the real problem, not the range. I'll try to solve it of course. But I want to get a good realistic erosion first, even if on the limited area of a 1000x1000 kilometers.
Correct me if i am wrong here. Are you saying you can multiply the current size of 1,000 kilometers times 1,000 square? If that is true then it will be an area of one million kilometers. Earth's circumference is 40,075 kilometers. Jupiter is 439,264 kilometers.
Quote from: WASasquatch on November 21, 2015, 06:18:20 PM
I've been playing with setting for awhile and I can't seem to get rid of the hard transition between sediment and eroded rock. Can you suggest settings to remedy this? Or maybe you could add a smooth setting much like altitude/slope/intersection settings?
I'll think about it. Is this occurs with Deposition Floor layer only?
Quote from: Chris on November 21, 2015, 10:54:09 PM
Correct me if i am wrong here. Are you saying you can multiply the current size of 1,000 kilometers times 1,000 square? If that is true then it will be an area of one million kilometers. Earth's circumference is 40,075 kilometers. Jupiter is 439,264 kilometers.
Yes, this is something that I plan to do. This is optimal solution in terms of performance, coding work and overall erosion range. Still not infinite, but enough for most cases.
And the numbers are approximate and conditional: current range isn't 1000 x 1000 kilometers but 1000 times Scale param times 1000 times Scale. So if you changes default scale you change the erosion area.
I wonder if Mask as blend or Mask as rock removal would help?
Sounds great to me.
Not sure whether this is my misuse of the mask shader or a problem with the plugin (for which I'm appreciative - the plugin not the problem!!). I set a render going sometime mid evening it hadn't finished later so I left it going overnight. Last thing in the evening it had done 25% of the render next morning it was still at 25% and it didn't look as if anything additional had been done.
I turned off the mask shader and it ran to completion in a more sensible time (c 2 hours)
What about position based area? From looking at earth mountains and gorges, etc, this shader is only really appropriate for larger peaks and mountain ranges. A lot of the other terrain can be PF/Alpine/Nods based. Then you could apply the shader to mountain ranges on a planet.
That way you can keep overall size down and erode noticeable peaks and areas rather then trying to cover the entire planet.
The shader input for the mountains can be used as a mask and therefore limiting it to the mountains only. Everything else apart from that would be unaffected by the Erosion.
Covering a planetary scale is still important to have the overall patterns for the mid ranges, foot hills and smaller hills including river networks that drain into lakes and oceans.
Well, I noticed something weird, when I edit the settings under the Settings Tab, nothing changes. So much so that the Render Preview isn't even triggered to reload. The effects can be seen in the full render, but the preview tab doesn't seem to be picking up these changes until a reset.
That may be true, but sometimes with the erosion shader in particular there is so much "precalculation" to do before the preview shows up (and there is no progress bar for it), that it may *appear* to just be sitting there. It's similar to how the render process "just sits there" for a while too when using erosion, in some cases. If this happens again try waiting for something like 4-5 minutes and see if the preview still doesn't update.
- Oshyan
Quote from: archonforest on November 15, 2015, 03:02:27 PM
hehe..simple dual core not really running it well... :D
Guess that's my problem here...sigh...time to upgrade my confuser I think.....right after my new furnace.....
Quote from: Oshyan on November 26, 2015, 12:29:43 AM
That may be true, but sometimes with the erosion shader in particular there is so much "precalculation" to do before the preview shows up (and there is no progress bar for it), that it may *appear* to just be sitting there. It's similar to how the render process "just sits there" for a while too when using erosion, in some cases. If this happens again try waiting for something like 4-5 minutes and see if the preview still doesn't update.
- Oshyan
Normally I'd be like "alright, that makes sense" but I purpsely did a 2m test mound which loaded the initial shader and settings instantly. I could start the render to view the changes, and there was no initial lag there either because of the effected area.
Question. Has anyone figured out what the ideal settings are to minimize the erosion as a whole at a point where it is still there but very limited in effect. I'm assuming it's the rock removal.
Mask/blend it by a constant color of 0.1 was my way.
I did a mask with a Constant scalar, wrong function. So i'll try the Constant color.
Thanks for that info. I was wondering how to do this too. I was masking by displacement scaler trying to use a colour adjust to get what I want eroded to be eroded, but it seems the function doesn't follow the masks exactly on a B/W scale.
Hi I cant see the shader anywhere in the list
Im using a mac TG3.3 and I created a "plugin" folder for the x64 version any thoughts?
Thanks
John
In windows TG automatically has a plugin folder, but as long as you have copied the unzipped plugin there it should work, I guess. If you create a new shader (rightclick in node area), go to displacement shaders; it's right there on top.
Hmm not getting anything
In the plugin folder should be file called 'dkerosion.tgp'. Calling it from the node area looks like this:
Not feeling the love I placed it in three locations tried single instances too with each location it must be an osx issue?
Maybe this is the reason:
Quote
At the present it works on Windows only, no OS X version yet.
See first post.
This is amazing. ;D
Yes, unfortunately there is no OS X version available yet. Sorry about that.
- Oshyan
just playing with it and wow....nice results but crazy render times.
Is there a way to 'cache' the displacement to use in subsequent renders....or does it use its internal cache as long as there are no changes to the node settings.
Ideally, I would like to write it as a file once the settings are locked....
EDIT: Nevermind....I see it works exactly this way. Still a hard disk cache file would be nice to save a preset ect
Amazing plugin blinkfrog! A true game changer and perhaps the "peak" of burgeoning future possibilities in Terragen.
I have one question: How could I mask the erosion effect to only occur on certain slope degrees?
I am a noob in the dark here, I tried a surface layer with slope limiting but it doesn't seem to mask the erosion.
Any help would be appreciated.
I have PFS input to the Erosion. The same PFS goes to a Distribution Shader with slope constraints. This Distribution Shader feeds the Erosion's mask, with the intent to limit erosion to steeper slopes, while the rest is meant to be the default PFS. I'm sure I'm doing it wrong though.
Sorry for my long absence in this thread.
Shigawire, this is possible by using Surface shader as a mask. You can set slope constraints in the surface shader.
I agree this isn't handy. I suppose you want lesser effect on a horizontal surfaces?
mdharrington, I thought about saving cache to HDD to load it with the project. I afraid it will be slow process taking into account cache size.
Sorry jonsta, there is no Mac version yet.
Daniil.
Quote from: blinkfrog on December 14, 2015, 01:32:46 AM
Shigawire, this is possible by using Surface shader as a mask. You can set slope constraints in the surface shader.
I agree this isn't handy. I suppose you want lesser effect on a horizontal surfaces?
Yeah that is what I'm trying to do. Even zero effect on horizontal surfaces. :)
I've already tried using Surface Layer (I think that's what you mean?) but it doesn't mask anything for this.
You did use a white color in the surface shader?!
Interesting, i was going to post a similar issue about this earlier. Using a Surface layer as a mask with Altitude constraints set to a certain elevation but as many changes were made, i had seen no change what so ever.
Quote from: Shigawire on December 14, 2015, 01:53:10 AM
Yeah that is what I'm trying to do. Even zero effect on horizontal surfaces. :)
I've already tried using Surface Layer (I think that's what you mean?) but it doesn't mask anything for this.
I just have tried to mask erosion shader by surface layer. And it doesn't work. It is strange, because masking by powerfractal or simple shape shader works fine.
Surface layer outputs a correct mask which I can use everywhere but not for Erosion shader mask. Strange.
Quote from: blinkfrog on December 14, 2015, 02:40:15 AM
Quote from: Shigawire on December 14, 2015, 01:53:10 AM
Yeah that is what I'm trying to do. Even zero effect on horizontal surfaces. :)
I've already tried using Surface Layer (I think that's what you mean?) but it doesn't mask anything for this.
I just have tried to mask erosion shader by surface layer. And it doesn't work. It is strange, because masking by powerfractal or simple shape shader works fine.
Surface layer outputs a correct mask which I can use everywhere but not for Erosion shader mask. Strange.
All right! Well, glad to have found a bug then. :D
Btw. it also doesn't work with Distribution Shader apparently.
No difference between final and position in texture? Surface shader may need a compute before it works properly (like blue node 'get...').
Quote from: Dune on December 14, 2015, 03:05:54 AM
No difference between final and position in texture? Surface shader may need a compute before it works properly (like blue node 'get...').
Well, surface shader preview displays correct mask.
You can check test tgd.
Adjusting the settings both in Altitude and Slope and no changes.
I also tested it, but in my own setup and it doesn't work there, but with the compute normal like you have it does seem to work. But only for slopes, not for height. I tried using a displacement to scalar, but that needs some more work to make a soft gradient, and I have no time atm.
Quote from: blinkfrog on December 14, 2015, 03:14:25 AM
Quote from: Dune on December 14, 2015, 03:05:54 AM
No difference between final and position in texture? Surface shader may need a compute before it works properly (like blue node 'get...').
Well, surface shader preview displays correct mask.
You can check test tgd.
Indeed. I also tried the Compute Normal before I did my tests yesterday. I opened your file, and indeed it previews the Surface Layer correctly with the correct slopes selected. It just doesn't affect the Erosion.
To preview the masking of altitude constraint, the Compute Normal must be replaced by a Compute Terrain node, then the preview works.
The masking still doesn't work on the Erosion of course.
Oh well, it's a beta.. and it's an amazing one at that! I'm sure you'll find a way.
My earlier comments about it being slow were a bit overstated....
was working on my laptop....16 gigs quad core....and it was slow
On my desktop it is at least 8-10 times faster...so a 1.5 minute wait before a render as opposed to 14 minute wait....
Not sure why it is so much faster....250% more processing power and 24 gigs vs 16, you would think it would only be double or triple the speed
Great post you have shared.Thanks a lotW
Here is a new version, 0.4.0.1 with some bugfixes (masking by Surface Layer still not fixed).
Also this is important update because previous version will expire on Jan 01, 2016 (I forgot do remove this from previous beta). New beta has no expiration date.
Daniil.
Thanks very much, Daniil!
Thank you.
Thank you Daniil. What are the bug fixes?
Thanks very much, much appreciated
Thanks again Daniil! :)
Thank you, Daniil!
Thanks Daniil
About bugfixes in last version: discontinuity bug that Chris found should be fixed; shader now should not block color output of previous shaders; some minor bugs, that I don't remember.
Everything seems to be working fine so far.
Thanks! Is that just an update for the 64 bit version? The 32 bit one has the same size and date as the previous one.
(I've got machines of both flavours)
Quote from: rajm on December 30, 2015, 11:00:33 AM
Thanks! Is that just an update for the 64 bit version? The 32 bit one has the same size and date as the previous one.
Thanks! This is my fault, here is fixed zip:
Thanks again!
All of a sudden my erosion shader is giving me a time expired message? What's up with that, did I miss an update somewhere else?
Previous page...
Quote from: blinkfrog on December 20, 2015, 03:31:26 AM
Here is a new version, 0.4.0.1 with some bugfixes (masking by Surface Layer still not fixed).
Also this is important update because previous version will expire on Jan 01, 2016 (I forgot do remove this from previous beta). New beta has no expiration date.
Daniil.
Quote from: Chris on January 01, 2016, 03:55:18 AM
Previous page...
Quote from: blinkfrog on December 20, 2015, 03:31:26 AM
Here is a new version, 0.4.0.1 with some bugfixes (masking by Surface Layer still not fixed).
Also this is important update because previous version will expire on Jan 01, 2016 (I forgot do remove this from previous beta). New beta has no expiration date.
Daniil.
That's the one giving me the error message
previously like yesterday worked fine, today, and I reinstalled it as well from a fresh dl of the current zip...nada
That is odd. Someone else will have weigh in about this hopefully soon.
Quote from: bobbystahr on January 01, 2016, 04:21:21 AM
That's the one giving me the error message
previously like yesterday worked fine, today, and I reinstalled it as well from a fresh dl of the current zip...nada
This is very strange. Do you use x86-build? If yes, please redownload zip from this post:
http://www.planetside.co.uk/forums/index.php/topic,20752.msg209089.html#msg209089
(The zip from the post that you quoted has older 0.4.0 version of x86 build, I am sorry)
Quote from: blinkfrog on January 01, 2016, 01:09:28 PM
Quote from: bobbystahr on January 01, 2016, 04:21:21 AM
That's the one giving me the error message
previously like yesterday worked fine, today, and I reinstalled it as well from a fresh dl of the current zip...nada
This is very strange. Do you use x86-build? If yes, please redownload zip from this post:
http://www.planetside.co.uk/forums/index.php/topic,20752.msg209089.html#msg209089
(The zip from the post that you quoted has older 0.4.0 version of x86 build, I am sorry)
nope I'm 64 bit, and that's the zip I dl'd that is giving me the error message...odd indeed...just stopped from one day to the next as I said previously.
Are you sure you *replaced* the older build? Overwriting files in the program install directories often requires elevated privileges on Windows. Check the date of the .tgp file...
- Oshyan
Quote from: bobbystahr on January 01, 2016, 01:17:00 PM
nope I'm 64 bit, and that's the zip I dl'd that is giving me the error message...odd indeed...just stopped from one day to the next as I said previously.
Ok. Please check the version from About window, it should open in any version. Should be 0.4.0.1.
Quote from: Oshyan on January 01, 2016, 01:26:26 PM
Are you sure you *replaced* the older build? Overwriting files in the program install directories often requires elevated privileges on Windows. Check the date of the .tgp file...
- Oshyan
Yes. That's what I think too. Do it this way:
Delete the old plugin file, then copy the new one in.
It sounds like it never properly got copied in.
Quote from: blinkfrog on January 01, 2016, 01:27:12 PM
Quote from: bobbystahr on January 01, 2016, 01:17:00 PM
nope I'm 64 bit, and that's the zip I dl'd that is giving me the error message...odd indeed...just stopped from one day to the next as I said previously.
Ok. Please check the version from About window, it should open in any version. Should be 0.4.0.1.
O K, did that. says 0.4 beta...guess I need Admin Privileges to over write? Rendering atm but will try when it's done.
Quote from: Shigawire on January 01, 2016, 02:33:42 PM
Quote from: Oshyan on January 01, 2016, 01:26:26 PM
Are you sure you *replaced* the older build? Overwriting files in the program install directories often requires elevated privileges on Windows. Check the date of the .tgp file...
- Oshyan
Yes. That's what I think too. Do it this way:
Delete the old plugin file, then copy the new one in.
It sounds like it never properly got copied in.
I actually deleted everything associated including folders before re extracting the newer zip, like uninstalling the current TG version before updating...It's become a habit. Will try again post render....
! C:\Users\dell\Desktop\erosion_0_4_0_1b.zip: Cannot create folder x64
! Access is denied.
! C:\Users\dell\Desktop\erosion_0_4_0_1b.zip: Cannot create x64\dkerosion.tgp
! The system cannot find the path specified.
! C:\Users\dell\Desktop\erosion_0_4_0_1b.zip: Cannot create folder x86
! Access is denied.
! C:\Users\dell\Desktop\erosion_0_4_0_1b.zip: Cannot create x86\dkerosion.tgp
! The system cannot find the path specified.
It installed correctly before but now it says this...how can I fix this...thought I was the admin on this box....sigh
O K, I verified I am an admin because I just ran SpyBot as one...how can I make this plugin believe me?
or is it Miss T. Erragen I have to sweet talk?
bobbystahr,
Sometimes archivier application hasn't enough privileges.
You can try to extract files to temporary folder first (ensure that this folder isn't any system folder that need elevated privileges. My documents is or any other User's folder is ok). Then copy files from this folder to TG's plugins folder using Windows Explorer, answering "Yes" on any system/UAC prompts.
Of course you doesn't need to uninstall TG for these operations.
Quote from: blinkfrog on January 02, 2016, 10:29:04 AM
bobbystahr,
Sometimes archivier application hasn't enough privileges.
You can try to extract files to temporary folder first (ensure that this folder isn't any system folder that need elevated privileges. My documents is or any other User's folder is ok). Then copy files from this folder to TG's plugins folder using Windows Explorer, answering "Yes" on any system/UAC prompts.
Of course you doesn't need to uninstall TG for these operations.
Thanks I'll try that....when my new render quits...seems I'm always rendering when I get an answer heh heh
Well I did as you suggested and in fact extracted them to a slave drive to be sure. As before they appear in the Plugins folder In Windows Explorer and in the folders there is the .tgp but they don't get on the list when I open TG3 and look for them under Add Terrain>Displacement Shader...bloody odd is all I can say.
Didn't run into this:
answering "Yes" on any system/UAC prompts.
other than 'you need administrative privileges to copy to this folder' to which I replied, Continue, and it put them there.Could that be a hint to the problem?
You did it right. Did you restart Terragen after copying dkerosion.tgp?
Quote from: blinkfrog on January 02, 2016, 03:01:40 PM
You did it right. Did you restart Terragen after copying dkerosion.tgp?
Restarted the whole dang computer to be certain....sigh...dunno what it is but online I read where some installs will turn admin privileges off...but I haven't installed anything or been anywhere but here and FaceBook or I'd suspect a virus/trojan....
And I
did do a spybot scan after the first failure of the plugin which required admin. privileges so I dunno what gives.
O K, got it working A pal stopped by and suggested I drop the plugin on the Plugins Root and tickety boo it's working... Odd because I didn't have to do that with any, including the version that stopped, other install. It ran nicely from inside the 64 bit folder.
That is good to hear after all of that but at least it is finally working now.
The problem is solved but I'm still wondering and my latest thought is The file is archived in a .zip package but I only use .rar which handles .zip fine normally.
Just tried to use the erosion shader and got a message saying "erosion shader: testing version expired".
Any news of an update ? Didn't know it was time limited.
And have only 6 people downloaded this shader???
Quote from: Kevin F on January 04, 2016, 12:12:48 PM
Just tried to use the erosion shader and got a message saying "erosion shader: testing version expired".
Any news of an update ? Didn't know it was time limited.
And have only 6 people downloaded this shader???
This happened to me as well. Read this thread to see how I fixed it. Starting at reply #106
I got that too, but the shader is still there. I don't know if it works, though.
All who runs into "testing version expired" issue please reinstall plugin from zip from http://www.planetside.co.uk/forums/index.php/topic,20752.msg209089.html#msg209089 or from the first post (it is updated). Check the version of plugin (About button). Working version has number 0.4.0.1. It has no any expiration date.
Daniil.
Quote from: Dune on January 04, 2016, 12:48:40 PM
I got that too, but the shader is still there. I don't know if it works, though.
If it won't work it won't show up on the Add Displacement list in the Terrain Tab so just copy the plugin to the root of the Plugins dir and it will work again...is what I did after trying everything else. My trueSpace pal Basil had a similar screw up in trueSpace he solved that way and recommended it to me....Thanks Basil....
What does this mean? Did I miss a update? I get this with certain files from people
I have http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20752.0;attach=61712 installed, is that the current?
(http://i.imgur.com/ZAGgvYy.png)
Quote from: WASasquatch on January 04, 2016, 03:43:07 PM
What does this mean? Did I miss a update? I get this with certain files from people
I have http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20752.0;attach=61712 installed, is that the current?
(http://i.imgur.com/ZAGgvYy.png)
Nope, that's the current version...I suspect it was an update to
Min er Win 7 myself
Maybe a incompatibility between earlier versions and latest?
Quote from: WASasquatch on January 04, 2016, 03:43:07 PM
What does this mean? Did I miss a update? I get this with certain files from people
I have http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20752.0;attach=61712 installed, is that the current?
(http://i.imgur.com/ZAGgvYy.png)
In earlier versions (before public beta) there were parameters called like these. In later versions they were renamed to "flow_map_A_octaves" and "flow_map_B_octaves". It seems .tgd-files that you have were created using earlier versions.
Daniil.
Thanks for the information Daniil. :)
Can we expect any more updates or is it to soon to inquire?
Quote from: Chris on February 18, 2016, 05:46:36 PM
Can we expect any more updates or is it to soon to inquire?
Sorry, I read forum not very often in recent times.
I have no any new version in development yet. I am experimenting with other shader now.
Daniil.
Quote from: blinkfrog on February 24, 2016, 01:33:16 PM
Quote from: Chris on February 18, 2016, 05:46:36 PM
Can we expect any more updates or is it to soon to inquire?
Sorry, I read forum not very often in recent times.
I have no any new version in development yet. I am experimenting with other shader now.
Daniil.
Alright, thank you for replying.
If you have some time, perhaps show off your new shader here when you are ready, your experiments.
Quote from: Chris on February 24, 2016, 06:19:11 PM
If you have some time, perhaps show off your new shader here when you are ready, your experiments.
Well, this is just another procedural erosion attempt. I'll tell about it later.
Daniil.
Alright, all the same, it sounds neat.
Quote from: blinkfrog on November 15, 2015, 01:49:40 PM
Currently shader doesn't process truly infinite area, as one can expect from procedural algorithm. Actually it handles the square area of size approx. (1000 * Erosion scale)^2 (1000 km * 1000 km for default settings) centered at (0, 0). The support of much bigger sizes is planned in the future.
I'm doing something at work where a larger size could be really good. Would it be an easy thing for you to make a version supporting a larger size?
Quote from: ajcgi on May 12, 2016, 11:07:05 AM
I'm doing something at work where a larger size could be really good. Would it be an easy thing for you to make a version supporting a larger size?
Larger sizes are scheduled for implementing in my new erosion shader. Possibly I'll add this functionality in this shader too.
Boo Hoo, it won't load into TG_BETA ..Guess we'll have to wait for a new SDK to be issued before a re write happens? Was hoping to take advantage of the increased render speed...sigh.
No surprise there. That makes sense. We just have to be patient. I am eager to use it again for Terragen 4.
Do you plan to perform a version for mac soon. Your application appears to give very interesting results.
Everybody reading this thread; you know it still does work in TG4. Just copy the .tgp into the new plugins folder.
I just found this out after I posted here. It is great that it works in Terragen 4. I was eager to have erosion again.
Quote from: Dune on July 14, 2016, 01:32:05 AM
Everybody reading this thread; you know it still does work in TG4. Just copy the .tgp into the new plugins folder.
Y beat me to that Ulco. Guess I started this kerfuffle by sayin' it wouldn't extract to the BETA...sorry y'all
No worries. At least we can use that excellent erosion again.
First, there is currently no TG4 version for the mac user (OS X). and secondly my question was whether there was new on the development of Daniil erosion for mac user.
If anyone has read and understood my question could answer.
Thank you anyway. :)
Quote from: Jo Kariboo on July 15, 2016, 08:29:06 AM
First, there is currently no TG4 version for the mac user (OS X). and secondly my question was whether there was new on the development of Daniil erosion for mac user.
If anyone has read and understood my question could answer.
Thank you anyway. :)
Apparently a mac coder is needed to port the plugin over to your side, Danil only does intel; and I think Matt or Oshyan said within the month for a mac TG4 Beta
Actually I believe Daniil works on a Mac, or at least has access to one. What is needed is a Mac version of the Terragen SDK, which is still in development. Once that is available I believe Daniil should be able to make a Mac version of his plugin without too much time.
- Oshyan
Quote from: Oshyan on July 15, 2016, 03:10:19 PM
Actually I believe Daniil works on a Mac, or at least has access to one. What is needed is a Mac version of the Terragen SDK, which is still in development. Once that is available I believe Daniil should be able to make a Mac version of his plugin without too much time.
- Oshyan
I sit corrected, I must have misred his comment the first time this appeared, or more likey at my age, mis-remembered, heh heh.
Quote from: Oshyan on July 15, 2016, 03:10:19 PM
Actually I believe Daniil works on a Mac, or at least has access to one. What is needed is a Mac version of the Terragen SDK, which is still in development. Once that is available I believe Daniil should be able to make a Mac version of his plugin without too much time.
- Oshyan
Oshyan, thank you for the clarification.
Pierre C.
Erosion limiting the height and angle Surface layer . Everything is working.
Excellent. This is the 2nd thing today someone has uploaded I was thinking of doing too. :) Thanks!
If you attach a constant scalar node to the mask input and put in a value between 0 and 1 you can turn the whole effect down. It helps to sell the sense of scale in some scenes.
Also, a large, soft power fractal is interesting applied to the mask input instead.
Good to know this works in TG4 :)
@blinkfrog Any plans for fixing it so that masking by Surface Layer works?
I was under the impression it does work, so long as things are connected in a certain order.
That's how I've been using this in TG3 at least.
No new version has been released since this, unless I'm mistaken:
Quote from: blinkfrog on December 20, 2015, 03:31:26 AM
Here is a new version, 0.4.0.1 with some bugfixes (masking by Surface Layer still not fixed).
Also this is important update because previous version will expire on Jan 01, 2016 (I forgot do remove this from previous beta). New beta has no expiration date.
Daniil.
It works, it's just buggy.
Take a look at the examples posted a few posts up by Vyacheslav.
Erosion shader test.
Terragen v 3.4
Will there be any updates before the year is done?
Anything?
I need to finish some changes to the SDK for 4.0. Daniil has some new erosion tech in development, but he probably won't release anything until he has the new SDK. So much to do. It is unlikely that you'll see an update to the erosion shader before the end of the year, but you never know...
Matt
Thank you for the reply. I was curious at the current state of progress. I had not considered the fact that the SDK would have to be altered for the latest version of Terragen, however I did recall that Daniil was working on the new tech.
Erosion control function
That looks to be very useful. Thank you.
Are there any new updates? Thank you.
It's a real pity that this utility appears to have died. So many things TG related just seem to drag on and on with lots of initial promise but little actual results. I know we've got TG4 etc. and a lot of work has gone into that, but we never seem to have a long term stable release that can use the SDK effectively. The long term dreams for TG are all well and good, but it's still lacking in so many areas. For a company with such great aspirations I'm amazed there are so few people involved i.e. just 2! :-\
I can tell you something will be coming up soon. Daniil has done a great job, and it's been tested extensively, so be patient.... Can't tell you anymore, it's Daniil's baby after all.
Great news, I'll look forward to it. ::)
Quote from: Dune on October 22, 2017, 08:25:07 AM
I can tell you something will be coming up soon. Daniil has done a great job, and it's been tested extensively, so be patient.... Can't tell you anymore, it's Daniil's baby after all.
grin...great anticipation...be nice for the mac users if a mac version was part of the package...not one myself but sympathetic...
Quotebe nice for the mac users if a mac version was part of the package...not one myself but sympathetic...
This Mac user (for one) appreciates the sympathy. Very much looking forward to this. The examples look amazing. Patience . . .
Hello,
I intend to release update of procedural erosion plugin in a few days, with better TG4 compatibility and improved masking (allowing to mask erosion shader by Surface layer shaders, like in Classic Erosion (https://daniilkamperov/classic-erosion)).
I'd like to rename this plugin to Procedural Erosion, to easier distinguishing my erosion shaders and to have consistent names - there would be Classic Erosion and Procedural Erosion, but it would destroy compatibility with older projects (that can be fixed by manual editing tgd-files). What do you think about renaming?
Daniil.
Quote from: blinkfrog on November 05, 2017, 06:27:38 AM
Hello,
I intend to release update of procedural erosion plugin in a few days, with better TG4 compatibility and improved masking (allowing to mask erosion shader by Surface layer shaders, like in Classic Erosion (https://daniilkamperov/classic-erosion)).
I'd like to rename this plugin to Procedural Erosion, to easier distinguishing my erosion shaders and to have consistent names - there would be Classic Erosion and Procedural Erosion, but it would destroy compatibility with older projects (that can be fixed by manual editing tgd-files). What do you think about renaming?
Daniil.
Very good and thank you.
The renaming is good.
Quote from: blinkfrog on November 05, 2017, 06:27:38 AM
Hello,
I intend to release update of procedural erosion plugin in a few days, with better TG4 compatibility and improved masking (allowing to mask erosion shader by Surface layer shaders, like in Classic Erosion (https://daniilkamperov/classic-erosion)).
I'd like to rename this plugin to Procedural Erosion, to easier distinguishing my erosion shaders and to have consistent names - there would be Classic Erosion and Procedural Erosion, but it would destroy compatibility with older projects (that can be fixed by manual editing tgd-files). What do you think about renaming?
Daniil.
Good idea and thanks for all the work you've put into this. Happy to see you're going to be at least marginally reimbursed....but you are a HERO around here so that counts for something. soon as I clear up some monthly debts i plan on purchasing and that's a high compliment from this miserly old pensioner heh heh heh
Procedural Erosion v0.4.1 beta (currently TG4-only build)
- Shader is renamed. Now there are Procedural Erosion and Classic Erosion (http://daniilkamperov.com/classic-erosion).
- Added full-fledged support of "Surface layer" and "Distribution" shaders. Now it is possible to erode only slopes (or whatever selected by aforementioned shaders)!
[attach=1]
- Fixed bug with preview - now it always updates automatically.
- Shader recognizes project changes more precisely now and doesn't reset the cache on switching TG's GUI tabs.
No other features - those pics that I posted are from totally different procedural erosion shader
Daniil.
Awesome! I am using the previous version on a daily basis, glad to see further development on it!
How does the full-fledged support of the Surface layer and Distribution shaders function?
Quote from: AP on November 12, 2017, 06:53:58 AM
How does the full-fledged support of the Surface layer and Distribution shaders function?
Now it is possible to select desired slope or altitude range using distribution shader and mask Erosion shader using this selection. It didn't work in previous version (just masking by powerfractal or simple shape worked).
Thank you so much for your generous gift. I really like ylour erosion shaders. I agree with Hannes, please keep them up to date!
STORMLORD
I got the erosion plugin, am searching the forums for a tutorial on how to do rivers. If anyone can provide a link, I would be grateful. Thanks!
Early Parameters guide
http://www.planetside.co.uk/forums/index.php/topic,23764.0.html
Hi all,
I'm getting colour bleed through with classic erosion from maps where two lots of water join. If I turn maps off it goes away, If I use one lot of water it goes away. Any suggestions
Quote from: mhaze on June 01, 2018, 11:21:55 AM
Hi all,
I'm getting colour bleed through with classic erosion from maps where two lots of water join. If I turn maps off it goes away, If I use one lot of water it goes away. Any suggestions
Nada springs to mind, perhaps post a .tgd for inspection purposes
Loving the new Erosion shader, Daniil. The support for surface layer and distribution is a godsend.
I just have a problem:
1.I have saved the erosion data,
2.ticked "read erosion data on load",
3.TG4...
4.Load up TG4 again
5.Load the project
6.Erosion is not applied to the scene, and when I try to load it, nothing happens to the scene.
7.I have to do the whole "Erode" process all over again..
This can be especially annoying when TG4 crashes a lot on me.
Any movement on the issue that Shigawire mentioned? Because it is happening to me too.
This thread is for the Fractal Procedural Erosion Shader, which is different from Classic Erosion.
Here is the Classic Erosion thread:
https://planetside.co.uk/forums/index.php?topic=23759.0 (https://planetside.co.uk/forums/index.php?topic=23759.0)
Daniil has already fixed that problem with Classic Erosion which I assume is what you are using, but he hasn't released the new version yet. I was helping him on this issue just this week. I would guess the new version would be released very soon. If you email him directly he usually gives you the fix right away even before it is released.
Daniil Kamperov Website: https://daniilkamperov.com/ (https://daniilkamperov.com/)
Have any problems? Please email: support@daniilkamperov.com
Hope that helps!
-Derek
Quote from: Njen on March 05, 2019, 06:15:27 PM
Any movement on the issue that Shigawire mentioned? Because it is happening to me too.
He's responded to me in email. Contact him at his email, you'll get the help. :)
Thanks for helping out D. A. Bentley and Daniil.
Is there going to be any feature additions and various improvements for the Fractal Procedural Erosion shader in the future?
Quote from: AP on March 09, 2019, 04:39:27 PM
Is there going to be any feature additions and various improvements for the Fractal Procedural Erosion shader in the future?
I afraid there won't be serious improvements. This shader was just experiment, and this algorithm is mostly exhausted all possibilities. I actually have other, much better procedural erosion algorithm in development (but it is freezed now), and multiple ideas of other procedural and semi-procedural erosion algorithms, but research and development of procedural erosion is quite hard and complex process which would take a lot of time, and, most likely, still won't have commercial success.
Daniil
Quote from: blinkfrog on March 14, 2019, 03:30:54 AM
Quote from: AP on March 09, 2019, 04:39:27 PM
Is there going to be any feature additions and various improvements for the Fractal Procedural Erosion shader in the future?
I afraid there won't be serious improvements. This shader was just experiment, and this algorithm is mostly exhausted all possibilities. I actually have other, much better procedural erosion algorithm in development (but it is freezed now), and multiple ideas of other procedural and semi-procedural erosion algorithms, but research and development of procedural erosion is quite hard and complex process which would take a lot of time, and, most likely, still won't have commercial success.
Daniil
I understand. I will have to find another solution. Thank you for your answer.
Ok, maybe I missed something, but how do I open up this file for the procedural erosion? it's in a .tgp file, I've never seen this file type before.
Quote from: Valri on February 02, 2020, 03:47:11 PMOk, maybe I missed something, but how do I open up this file for the procedural erosion? it's in a .tgp file, I've never seen this file type before.
Save it into your Program Files\Planetside Software\Terragen 4\Plugins folder, on Windows.
Quote from: WAS on February 02, 2020, 05:30:59 PMQuote from: Valri on February 02, 2020, 03:47:11 PMOk, maybe I missed something, but how do I open up this file for the procedural erosion? it's in a .tgp file, I've never seen this file type before.
Save it into your Program Files\Planetside Software\Terragen 4\Plugins folder, on Windows.
Thanks! This will help a lot!
Hello,
Here is the Procedural Erosion (https://daniilkamperov.com/download/dkproceduralerosion.tgp) build, compatible with new Terragen 4.5. This version isn't compatible with Terragen 4.4.
Daniil
Quote from: blinkfrog on July 03, 2020, 02:16:34 AMHello,
Here is the Procedural Erosion (https://daniilkamperov.com/download/dkproceduralerosion.tgp) build, compatible with new Terragen 4.5. This version isn't compatible with Terragen 4.4.
Daniil
Thanks so much for this! I thought something was wrong, guess the older .gp file was out of date.