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General => Terragen Discussion => Topic started by: Omeg4 on June 13, 2007, 04:41:46 PM

Title: Coloring terrain realistically?
Post by: Omeg4 on June 13, 2007, 04:41:46 PM
I remember in terragen 1, it was simple to (relatively) realistically color terrain based on altitude, set colors for certain ranges, have options for coverage and terrain sloping, etc.
Now, not so much. While I understand that the default "Base Colour" shader in the shaders tab controls color, everything comes out in the same color, and it really kinda ruins any renders I try to make. I haven't been able to find tutorials on this anywhere, can anyone lend me a hand?
thanks in advance.
Title: Re: Coloring terrain realistically?
Post by: Oshyan on June 13, 2007, 05:19:20 PM
The capabilities in TG2 for surface mapping cover everything TG 0.9 can do and much, much more. I would highly recommend reading through the "Creating Your First Scene" section of the current User Guide here: http://forums.planetside.co.uk/index.php?topic=19 In particular Section III on Surface Mapping.

- Oshyan
Title: Re: Coloring terrain realistically?
Post by: buchvecny on June 13, 2007, 05:43:25 PM
you can do 10000000000000x more with terrain color now. However its 10000000000000x harder.
Title: Re: Coloring terrain realistically?
Post by: Omeg4 on June 13, 2007, 08:56:34 PM
Yeah, that was my problem. I couldn't figure out HOW to do it, but i knew it could be done. Thanks guys.
Title: Re: Coloring terrain realistically?
Post by: rcallicotte on June 13, 2007, 10:17:48 PM
Check some of the files in the file section.  A lot of liberal hearted people have supplied many TGDs and clip files that are amazingly helpful to learn how to use TG2.
Title: Re: Coloring terrain realistically?
Post by: moodflow on June 14, 2007, 10:54:52 AM
Here's the way to do it:  In the shaders, just add a "surface layer".  Then create a "power fractal" shader and plug it into the "child" function.  In the "power fractal" shader, enable high and low colors, and make these colors how you want your terrain colored.  You can also set altitude and slope constraints withing the "surface layer", just like in TG 0.9.

If you want even more detail in the colors, just add more "power fractal" shaders stacked on top of each other, all with "coverage" set to less than 1 (so they show through).  Of course, change the colors somewhat for a good mix.  You can also play with the fractal itself.

Unlimited possibilities with the node-based setup... and much fun!