Hello everybody.
I'm practicing with Terragen. I had a problem I can not solve.
I have a texture (such as depth map) I want to create one original shape and topography of clouds. Later I want to add the details.
I'm using merge, but it does not mix around in the horizontal parts or close to it.
How can I add these same items on all sides evenly?
Seems like you want to produce a 3D cloud shape by mixing a 3D fractal and a 2D image
and the latter should be the culprit here.What you need is a 3 dimensional square thing,
better known as cube ;).
You can find one here http://www.planetside.co.uk/forums/index.php/topic,3227.msg35144.html#msg35144
I do not need exactly a cube, I want to get the opportunity to work with an arbitrary form of the 2D image.
Something like in the picture.
Obviously I misunderstood what you are trying to achieve and I still don't get it,I'm afraid.
So hopefully someone else will be able to help,sorry.
Try plugging your 2d image (camera projection so make sure you account for all the blank space, ground etc) into the "Final density modulator" input of your cloud shader.
:)
Richard
Sorry for my English.
Using a 2D texture I get a horizontal surface without the necessary details.
[attachimg=1]
[attachimg=2]
But using 3D fractal (as Cloud Fractal Shader) I get what I need.
[attachimg=3]
Perhaps there is a way to make it work as well?
You can try multiplying your basic/rough shape with a billow fractal?
No, do not fix it. Tried many ways but has not turned. :-\
You can try the example from the first post. To add a 2D square evenly any volume fractal.
I think the problem is the vertical 'cliff' in the 2D image. This is a problem inherent with all 2D heightfield methods. It is similar to the limitations we see when working with heightfield terrains.
On one pixel the cloud is low, on the next pixel it is high. The difference between the two values is large. The details that you add are small compared to the difference in values between the two pixels, so they don't change the value much. To solve this you need to have a less severe gradient as you travel horizontally through the cloud, so that the additional details have a range of values to work with. The more gentle the gradient, the bigger the change in shape due to added details. Unfortunately when using a 2D heightfield this means you can't have vertical cliffs.
3D functions don't have this problem because they can define gentle gradients in 3D space, even when the resulting shape has vertical walls.
Matt
Thanks for the explanation.
I hope in the future will add the necessary tools to create cloud shapes from geometry.
Perhaps a tool that will fill the volume of the geometry already voluminous 3D spheres do not cut them.