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General => Terragen Discussion => Topic started by: Volker Harun on July 21, 2007, 02:57:53 AM

Title: Floating populations (Displacement)
Post by: Volker Harun on July 21, 2007, 02:57:53 AM
Yes, again, sorry ,-)

It was a long time ago with a lot of ot off topic discussion.
Can anybody give me a quick clue what to do?
The dispalcements were done before 'compute terrain'
I use 'Y for slope' on the distribution shader of the population.

Any idea?

Thanks, Volker
Title: Re: Floating populations (Displacement)
Post by: Matt on July 21, 2007, 09:22:39 AM
Can you give me a coordinate readout near the cliff? If it's quite some distance from 0,0,0 then there may be alignment problems. There is a bug in Compute Terrain which has been fixed for the next update, and that may be the reason for the misalignment.
Title: Re: Floating populations (Displacement)
Post by: rcallicotte on July 21, 2007, 11:14:53 AM
This looks pretty good, Volker.  Once you get this fixed, it could rival what I've seen with trees in Vue.
Title: Re: Floating populations (Displacement)
Post by: Volker Harun on July 21, 2007, 11:43:29 AM
X: 11.727 km / Y: -255.577 m / Z: -8.908 km
Not that fur in my humble opinion, I could walk that ,-)
It is the same terrain as in the 'oneforall-thread'
Title: Re: Floating populations (Displacement)
Post by: moodflow on July 21, 2007, 03:57:21 PM
This looks like its going to be a very nice image.  I have to agree... its definitely going to rival or even surpass Vue.
Title: Re: Floating populations (Displacement)
Post by: rcallicotte on July 21, 2007, 04:03:04 PM
@moodflow - I agree: it'll surpass.  Not only in trees and foliage, but the whole scope and practical means within TG2 far surpasses what Vue can do by scope of magnitude.  While Vue 6 looks really good when it's done well, the seemingly unlimited amount of creative work that can be done within TG2 depends solely on us - the artistic end-users.  Gosh.  We have math geniuses coming up with really cool node scenarios, great artists popping out beautiful work, and a general population who just keeps learning more and more.  It's incredible.
Title: Re: Floating populations (Displacement)
Post by: Volker Harun on July 21, 2007, 04:31:20 PM
Attached is the file - for closer inspection.
You need as objects the XFrog-model Beech in two variations (the preset is just ugly).
The foliage got desaturated and brightness got pushed by approx. 30-40%.

Everything else is in the file.

I deleted the stand-alone distribution shader. Instead I turned the base colours to black, inserted a white coloured surface shader with my preferred distribution for the trees. I tried all setting for the slope key for no prevail(?).
Inserted is a second camera for closeups. I am thinking to link an image through it to mask those stupid trees ,-)

Volker
Title: Re: Floating populations (Displacement)
Post by: Volker Harun on July 21, 2007, 04:34:43 PM
And - just say thanks to a little group of programmers, testers, and a community with wonderful ideas and lots of help - and call it luck. ,-)
Title: Re: Floating populations (Displacement)
Post by: Volker Harun on July 21, 2007, 05:15:46 PM
Guess what - for previewing the distribution-square, I set it to -200m and forgot to set it back to 0 :D :D :D
The population fits!
Title: Re: Floating populations (Displacement)
Post by: Oshyan on July 26, 2007, 11:07:22 PM
I'm glad this one got sorted out. This kind of thing happens all too often to me as well. I'm looking forward to the final scene.  :)

- Oshyan
Title: Re: Floating populations (Displacement)
Post by: Volker Harun on July 27, 2007, 02:54:14 AM
Well, Oshyan. It is published here, on deviant art, on renderosity and on the webpage of JavaJones (silly guy, eh?) :D :D :D
Title: Re: Floating populations (Displacement)
Post by: Oshyan on July 27, 2007, 02:55:09 AM
Haha, I know I saw it after I posted my reply. Lots of stuff to catch up on after a long weekend. :)

- Oshyan