I'm having a go at Daniil's alpha erosion shader, and it has some interesting potential. My implementation is not perfect (and a bit more complicated than just applying the shader, as always), but it's a test. Great work so far, Daniil!
wow! :)
Looks good.
Cool results, looks like it's going to be fun.
Great work from Danii and great tests so far from you Ulco
Looking forward for more.
David
Very exciting imagery! This will be a lot of fun!
Oh yeah!
There is a fantastic sense of scale and distance here. The terrain is quite nice in overall shape and sense of realism, though some details like the river canyon are a bit overly smooth. It definitely shows the potential though. :)
- Oshyan
The second image looks like the erosion is conforming better to the slope so the river patterns look more believable. Overall, this looks to be a nice solution to large scale simple river systems. I would imagine adding a primary erosion for the regular narrow fluvial channels and adding a secondary layer for the wider more clamped fluvial channels being the rivers themselves.
There is indeed a lot of potential in Daniil's plugin. I am not finished with it yet ;) And don't judge me on the blocks.
Nice blocks, very interesting. 8)
And of course, very nice erosive cuts. :)
Particularly because of the first two images I'm speechless!
Great!
Well, the blocks sucked, but here's another try.
Sucked, so not exactly what you were trying to achieve?
The most promising examples so far.
And the blocks show potential,too.Some parts remind me
of basalt column structures. 8)
Just WOW, both at the plug in's potential and what Ulco's done with it so far....excuse me, I'm drooling now.....
I was also reminded of basalt columns. Cool that I'm not the only one. :)
- Oshyan
Ulco,
Please post a render before and after applying the erosion feature. It will make it a lot clearer to see what is happening.
looks cool so far anyway.
@Chris, this is what I am after. And in an easy way, that renders fast. One day...
@Micheal, the erosion plugin doesn't (yet) exactly work that way (though I could try to show the difference, maybe); it's not a shader that you can add afterwards like the fractal warp. It's basically shaping the terrain from the start, but I found a way around, and used the computed maps to displace the terrain, then hooked the initial shader off again. But it takes some thinking to get this to work properly. But Daniil is very committed, and I am definitely sure he'll come up with something incredible and multipurpose.
I seem to recall vue having a fractal noise just like that or very similar. We need a procedural noise creator plugin. 8)
Which will be difficult I suppose. If you start out with a hilly/mountainous terrain, you already have the rounded bulges. To flatten that into these square rocks, you'd need to have the rock displacement to 'fill' it to a square, not just displace it. Easier from a quite vertical, straight wall, like in a valley.
Quote from: Dune on September 22, 2015, 02:49:38 AM
@Chris, this is what I am after. And in an easy way, that renders fast. One day...
@Micheal, the erosion plugin doesn't (yet) exactly work that way (though I could try to show the difference, maybe); it's not a shader that you can add afterwards like the fractal warp. It's basically shaping the terrain from the start, but I found a way around, and used the computed maps to displace the terrain, then hooked the initial shader off again. But it takes some thinking to get this to work properly. But Daniil is very committed, and I am definitely sure he'll come up with something incredible and multipurpose.
Did you do that rock or is it a photo Ulco?
8)
haha, photo. But that's the goal, isn't it?
Did you do that rock or is it a photo Ulco?
[/quote]
When you get such a question, you're definitively a Master of Terragen ;D
David
Quote from: kaedorg on September 22, 2015, 01:37:32 PM
Did you do that rock or is it a photo Ulco?
When you get such a question, you're definitively a Master of Terragen ;D
David
[/quote]
Uh yup!
Well, not master enough to take it for granted that it's a render :)
The blocks aren't so bad as you think if you ask me.
I really thought he'd bent them to his will in that photo they seemed so similar...bash on Ulco, you're closer to square than the rest of us, uh square in the geometric not cultural sense, hee hee hee
I feel that this is on topic.
Two of my attempts to create river system using my plugin (although it wasn't designed to do rivers). I didn't use sofisticated methods like Ulco's, it is direct use of my shader.
Daniil.
Very cool.
Big WOW for that!!
Looks awesome. Hope this plugin will be available very soon :D
Is this going to be a 3rd party add in, or included in the next TG? Awesome btw!
is the water the water shader or color only?
Daniil is developing a plugin for Terragen using our SDK. These kinds of plugins will generally be available separately from Terragen.
- Oshyan
Looks nice.Especially for the general look of the landscape.
That is overall very impressive. It may be direct use but still, it gives a basic idea of what could serve as rivers although in this case there would be a more clamped water flow coming from the higher slopes and the main river would be more smooth and not so rough. Combine that with what Ulco was doing then there are better possibilities here.
Quote from: Oshyan on October 04, 2015, 03:43:34 PM
Daniil is developing a plugin for Terragen using our SDK. These kinds of plugins will generally be available separately from Terragen.
- Oshyan
Thanks for the info Oshyan...
Quote from: archonforest on October 04, 2015, 02:51:43 PM
Big WOW for that!!
Looks awesome. Hope this plugin will be available very soon :D
Thanks. I think it is close to be ready to release, but may be I'll release a public beta version first. Alpha testing period was (is) very productive, thanks to alpha testing group and Planetside staff, but public testing version would be useful too.
Quote from: bobbystahr on October 04, 2015, 03:02:27 PM
Is this going to be a 3rd party add in, or included in the next TG? Awesome btw!
It will be available for free for all users of Terragen, but will be available separatly from Terragen.
Quote from: TheBadger on October 04, 2015, 03:18:19 PM
is the water the water shader or color only?
It is color on these pics. Technically it is a Surface shader masked by flow map (processed by Color adjust shader) generated by erosion shader, so you can link Water shader to it as a Child node and get a water.
Quote from: Chris on October 04, 2015, 06:53:07 PM
That is overall very impressive. It may be direct use but still, it gives a basic idea of what could serve as rivers although in this case there would be a more clamped water flow coming from the higher slopes and the main river would be more smooth and not so rough. Combine that with what Ulco was doing then there are better possibilities here.
Well, by "direct use" I meant processing of original terrain by this shader (unlikely Ulco's experiments with displacement from maps), but there is some further processing by, for example, Warp shaders to get this rough look. It can be disabled to achieve a less rough rivers. Of course there are many other limitations preventing getting a good rivers. After all, it is my first attempt of procedural erosion. :)
Daniil.
Thanks for that Daniil, that 'bout answers all my questions anyway...Great work on this btw...as mainly a program user folks who can hand roll stuff blow my mind.
Well, for your first attempt it certainly is intriguing and enticing to see such results on a procedural level as erosion goes. Free? That is quite generous to say the least. :)
Quote from: Chris on October 04, 2015, 06:53:07 PM
That is overall very impressive. It may be direct use but still, it gives a basic idea of what could serve as rivers although in this case there would be a more clamped water flow coming from the higher slopes and the main river would be more smooth and not so rough.
Here is another render with all warping disabled. Less rough rivers.
May be the truth lies somewhere in the middle. :)
Quote from: Chris on October 05, 2015, 02:17:53 AM
Free? That is quite generous to say the least. :)
I just don't feel that it is right to ask money for it because it is quite inconvinient and unrealistic for regular use. :)
Daniil.
Those rivers look very, very good! I know it will probably be hard to change, but some higher rivers are wider than lower down. They probably get wider because of the valley width or slope at that location. For stills you can choose a good spot, for animation it will be harder to circumvent the 'wrong' rivers. Btw. Daniil, now that you're here; did you check alpha forum? I think the latest is an older version than the one before.
Quote from: Dune on October 05, 2015, 02:35:49 AM
Those rivers look very, very good! I know it will probably be hard to change, but some higher rivers are wider than lower down.
It is quite strange indeed, I'll try to figure why.
Daniil.
Just seen this. I'm hopping up and down I'm so desperate to get my hands on this!
Quote from: blinkfrog on October 05, 2015, 02:30:32 AM
Quote from: Chris on October 04, 2015, 06:53:07 PM
That is overall very impressive. It may be direct use but still, it gives a basic idea of what could serve as rivers although in this case there would be a more clamped water flow coming from the higher slopes and the main river would be more smooth and not so rough.
Here is another render with all warping disabled. Less rough rivers.
May be the truth lies somewhere in the middle. :)
Quote from: Chris on October 05, 2015, 02:17:53 AM
Free? That is quite generous to say the least. :)
I just don't feel that it is right to ask money for it because it is quite inconvinient and unrealistic for regular use. :)
Daniil.
I can't argue with that. :D
I am at a loss for words. This will be epic. Can't wait.
:)
Better rivers picture using recently renewed maps.
The impression of small streams turning into rivers draining into lakes is quite impressive.
Besides that, i noticed that the deposition is much more prominent and it almost looks more built-up along the slopes. Where there changes made there?
Fine rivers, Daniil! I haven't tested your latest file yet, but I will.
Chris, erosion shader has parameter "Deposition amount" which is set to a high value in this scene.
Thanks Ulco, your trick with added deposition derived from flow map works fine at the landscape with high deposition amount.
Daniil.
Those results looks rather realistic. The sedimentation morphology.
How are the calculation times on such a high value?
Can't wait to try Daniil!
These look amazing!
:)
J
Quote from: Chris on October 31, 2015, 07:18:13 PM
Those results looks rather realistic. The sedimentation morphology.
How are the calculation times on such a high value?
Deposition amount has almost no any effect on the calculation times.
Current deposition algorithm is very simple and doesn't use any modeling of sediment transport.
Rendering time of this particular scene is 11:40 on my old Mac Pro 8x2.26 (quite close to a modern quadcore i7@2.8 by performance).
Re-rendering time is 7:15 because of erosion cache was filled already.
Very interesting.
Quote from: Chris on November 01, 2015, 04:57:39 AM
Very interesting.
Well, you asked for a bigger sedimantation. ;D Something like this?
Yes! :D
Sweet.
Gamechanger :D
This also would be great to become reality. As far as i am aware, no one has succeed with this yet.
This is possible with inverted crater shaders or with simple shape shader or displacable objects or clever use of power fractals colour shaders and using simple shader to create the grooves. Dune can probably come up with several more ways.
Maybe that idea could be cleverly blended along with the Procedural erosion?
I think it's quite possible, especially with the erosion shader, using the deposition mask.
Right, i think so because all it is basically is deposition but just tighter and higher near the slope along the same path as the narrow fluvial channels. Another name for this might be an Alluvial fan.
As for such talus piles, they aren't generated by erosion shader directly. Maybe it is possible with some clever use of masks/maps, but shader doesn't produce it because of very simple deposition algorithm used in shader. Some early experiments with deposition gave similar effect, but there were other problems, so I decided to stick with simpler deposition algorithm, which doesn't model sediment transport.
I hope to get better sedimentation and deposition effects in my future works.
I am sure someone will think of a cleaver way around the issue, at least for now. It would present a nice challenge.