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General => Terragen Discussion => Topic started by: davidb45 on January 30, 2007, 08:08:47 PM

Title: Simulating a forrest without 3d trees
Post by: davidb45 on January 30, 2007, 08:08:47 PM
I'd like to create a forrest as viewed from about 5,000 feet. I would imagine that there are better ways to do it than use 3D trees. Can I use a heightfield shader with some kind of textural procedure to simulate a conifer forrest? How would I do that?
Thanks in advance.....
 
Title: Re: Simulating a forrest without 3d trees
Post by: old_blaggard on January 30, 2007, 08:23:49 PM
Some people have used fake stones shaders to simulate bumpy forests.  That's the only way I know of that's been tested, but I'm sure that there are other ways to do it.
Title: Re: Simulating a forrest without 3d trees
Post by: swiftstream on January 31, 2007, 04:33:14 AM
I've had decent luck simulating grass--it may also work for a decent forest--with a surface layer with a color function and displacement. YMMV, however.
Title: Re: Simulating a forrest without 3d trees
Post by: Njen on January 31, 2007, 05:39:09 AM
I did use the Fake Stones shader to simulate a forest:
http://forums.planetside.co.uk/index.php?topic=285.0

Turned out pretty well for what I wanted. Just make sure you displace the stones laterally a little using a fine noise, to make them appear more bushy.
Title: Re: Simulating a forrest without 3d trees
Post by: neon22 on February 02, 2007, 04:19:11 AM
I found yet another way to do it. :-)
Playing around with the function based shader test someone else submitted earlier in the forum.
   (Can't find original post now :-( )

I used "intersect underlying" in the surface shader.
Look at the "Green 01" surface shader. All the action is in here.
Play with intersection zone and shift to get more or less "grass"
If you don't have fractal breakup on - then you won't get any "grass"

but I'm not actually sure why this is working.
Its all to do with the breakup fractal. changing its scale and warp is interesting
as well as the fractal breakup factor changes the shape/distribution of the "grass"
mmm....  succulents...

clarification anyone ?
Title: Re: Simulating a forrest without 3d trees
Post by: Will on February 02, 2007, 05:59:53 AM
neat that would be useful.

Regards,

Will
Title: Re: Simulating a forrest without 3d trees
Post by: Oshyan on February 02, 2007, 02:17:59 PM
Nice idea. You're just using the Breakup Shader to also breakup the Displacement, and with enough displacement at a fine enough scale it looks remarkably like (very straight) grass. Cool effect.

- Oshyan