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General => Terragen Discussion => Topic started by: NWsenior07 on September 06, 2007, 11:30:41 PM

Title: Floating Population
Post by: NWsenior07 on September 06, 2007, 11:30:41 PM
I'm trying to add a .tgo population to this terrain and I have it plugged into the compute terrain node but for some reason, the population just floats a few hundred meters above the terrain. I've included an image and the .tgd file so if anyone would like to take a look at it and see if you can figure out whats going on it would be greatly appreciated.
Title: Re: Floating Population
Post by: bigben on September 06, 2007, 11:42:43 PM
Try using the sand node instead of the compute terrain to start with
Title: Re: Floating Population
Post by: NWsenior07 on September 06, 2007, 11:45:17 PM
For the terrain?
Title: Re: Floating Population
Post by: NWsenior07 on September 06, 2007, 11:54:51 PM
Well I tried to plug the sand shader into the terrain node of the pop, the pop is now airborne but it resembles the terrain to a degree.
Title: Re: Floating Population
Post by: bigben on September 06, 2007, 11:58:19 PM
Bit busy at the moment, but this post might help.
http://forums.planetside.co.uk/index.php?topic=1872.0 (http://forums.planetside.co.uk/index.php?topic=1872.0)
Title: Re: Floating Population
Post by: Volker Harun on September 07, 2007, 04:28:19 AM
In the populator, set the that -1200m for Y to 0. And of course BigBen's advice.
Title: Re: Floating Population
Post by: FrankB on September 07, 2007, 06:45:49 AM
if the displacements have occured after the compute terrain node, TG won't know the correct final coordinates of the terrain, hence the populator will be fed with "wrong" data. You either need to make all your displacements before the compute terrain node, or plug in a second compute terrain node after your displacements.

Regards,
Frank
Title: Re: Floating Population
Post by: moodflow on September 07, 2007, 12:34:52 PM
It might not even require another 'compute terrain' node.  I had a similar problem a few days ago, and just set the population to use the last surface shader (rather than compute terrain), and this solved the problem.
Title: Re: Floating Population
Post by: NWsenior07 on September 07, 2007, 01:12:36 PM
I've tried to set the population to the last shader, and it still doesn't work. All of my displacement is before the compute terrain, should I try adding another compute terrain?
Title: Re: Floating Population
Post by: Buzzzzz on September 07, 2007, 01:26:12 PM
Quote from: NWsenior07 on September 07, 2007, 01:12:36 PM
I've tried to set the population to the last shader, and it still doesn't work. All of my displacement is before the compute terrain, should I try adding another compute terrain?

I just looked at your tgd file and made a few adjustments. I added a distribution shader to your population via the "Us Density Shader" and assigned the population to the sand layer. Re directed it to the plants on my machine. I also unhooked the pop control shader you had hooked the the compute terrain. Did a populate now and all the plants were sitting on the terrain as they should be.

Hope this helps
Title: Re: Floating Population
Post by: NWsenior07 on September 07, 2007, 02:36:12 PM
Thanks for tweaking the file, for some reason it generates a bunch of errors when I load it. I've attempted to hook the shaders up the same way, but its not working. I see how it might work though.
Title: Re: Floating Population
Post by: Buzzzzz on September 07, 2007, 02:43:47 PM
Quote from: NWsenior07 on September 07, 2007, 02:36:12 PM
Thanks for tweaking the file, for some reason it generates a bunch of errors when I load it. I've attempted to hook the shaders up the same way, but its not working. I see how it might work though.

Here's what I see on this end.
Title: Re: Floating Population
Post by: NWsenior07 on September 07, 2007, 03:50:34 PM
I'm still having the same issue, But I'm thinking that the population won't be visible enough to warrant the extra render time.