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General => Terragen Discussion => Topic started by: Mr_Lamppost on October 27, 2007, 12:19:33 AM

Title: Functions in Heightfields
Post by: Mr_Lamppost on October 27, 2007, 12:19:33 AM
This has arisen from a question Sethren asked a couple of days ago in another thread about Voronoi (Open Project: Voronoi):

http://forums.planetside.co.uk/index.php?topic=2616.15

QuoteI wonder if you take Heightfield erode v3 to the "vori_test_4" you could have a type of Dome Dune/Network Dune.

My apologies to Sethren for being a little abrupt in my reply, it was the wee shall hours, I had work in the morning and I don't know anything about height fields I never use them.  ;D

I have started this a sa new topic because:


As I said Heightfields are something I have not really looked at so I may be covering the obvious to those that use them regularly.  Finding the way to connect the generator and operators was the trick.

First create the function network you want; for this example a simple sine function.  Feed that function into a Displacement Shader then feed that into the Function input of your Heightfield Generate (Fig 1).

Generate the Heightfield and add operators as needed (Fig 2)

You can make the input function more complex to give a more natural result (Fig 3)

Finaly I used my own Voronoi clip and applied a default Heightfield Erode v3 (Fig 4)



Title: Re: Functions in Heightfields
Post by: child@play on October 27, 2007, 12:31:23 AM
very good to know, nice work. especially the fourth pic is great
Title: Re: Functions in Heightfields
Post by: Seth on October 27, 2007, 04:06:24 AM
wow you should apply a water shader on the first or second one !!!
Title: Re: Functions in Heightfields
Post by: Sethren on October 27, 2007, 09:43:07 PM
Quote from: Mr_Lamppost on October 27, 2007, 12:19:33 AM
This has arisen from a question Sethren asked a couple of days ago in another thread about Voronoi (Open Project: Voronoi):

My apologies to Sethren for being a little abrupt in my reply, it was the wee shall hours, I had work in the morning and I don't know anything about height fields I never use them.  ;D


No worries.  :)    The results of the erosion could make for some good dune-like structures or something one sees in Death Valley somewhere.
Title: Re: Functions in Heightfields
Post by: sjefen on October 27, 2007, 10:17:44 PM
Quote from: seth93 on October 27, 2007, 04:06:24 AM
wow you should apply a water shader on the first or second one !!!

I was thinking  the same thing. Just need to make it break at the top. Is that possible?
Title: Re: Functions in Heightfields
Post by: dhavalmistry on October 28, 2007, 02:02:08 AM
before you apply water shader to it...try placing 4 heightfields together so that it makes a circle, hence making it look like a splash....and apply twist and shear going away from the centre to all 4 heightfields....and then apply water shader to it...but I am sure you were already aware of that...
Title: Re: Functions in Heightfields
Post by: Volker Harun on October 28, 2007, 05:50:42 AM
It is always a good idea to use a heightfield whenever possible, as it renders faster than functions.
Title: Re: Functions in Heightfields
Post by: Mr_Lamppost on October 29, 2007, 10:28:01 PM
Quotebefore you apply water shader to it...try placing 4 heightfields together so that it makes a circle, hence making it look like a splash....and apply twist and shear going away from the centre to all 4 heightfields....and then apply water shader to it...but I am sure you were already aware of that...

Hmmm.  Not sure how that would work at the boundaries.

Nice idea though, I am trying to make a splash from a single centred height field with displacements applied through a redirect.

Lots of use of that Make Pi group and the scales are driving me nuts.

I will post the results if I ever get any  ;D


Volker

Yeh I know but I still prefer procedural  :)