Planetside Software Forums

General => Terragen Discussion => Topic started by: PG on June 29, 2009, 05:59:58 PM

Title: Uniform grid layout for stones
Post by: PG on June 29, 2009, 05:59:58 PM
I'm trying to add a layer of fake stones, rock objects or discs or whatever to create a grid of plates or pads. I can't seem to get them into a uniform grid where they're about a foot apart. Does anyone know how/if this is possible? I would've thought it would be. :-\
Title: Re: Uniform grid layout for stones
Post by: FrankB on June 29, 2009, 06:08:36 PM
you can create a mask with functions. just get the x and the z, and make a step function. just as a starter idea...
Title: Re: Uniform grid layout for stones
Post by: PG on June 29, 2009, 06:29:13 PM
Any ideas on how to do that? I've STILL not really got to grips with functions. ::) I can get the X and Z absolute positions but don't know how to do a step function.
Title: Re: Uniform grid layout for stones
Post by: FrankB on June 29, 2009, 06:51:20 PM
I'll try to give that a go tomorrow, but no promises, time is short for me at the moment :(

Title: Re: Uniform grid layout for stones
Post by: mogn on June 30, 2009, 02:19:25 AM
Look at this:
Title: Re: Uniform grid layout for stones
Post by: FrankB on June 30, 2009, 05:30:42 AM
Michael, here is what you need. Managed to build this yesterday night.
Title: Re: Uniform grid layout for stones
Post by: FrankB on June 30, 2009, 05:34:44 AM
oh, just read you mean just a foot apart. Just play with the constant scalar of the step scalars. If you increase these to 0.9, the gaps between the squares will be ~25cm

Title: Re: Uniform grid layout for stones
Post by: domdib on June 30, 2009, 05:44:04 AM
Looks like it could be useful for lots of things. Kudos to both mogn and FrankB!
Title: Re: Uniform grid layout for stones
Post by: inkydigit on June 30, 2009, 06:36:36 AM
I so need to get my head round functions...I am sure one day I might!!!....I am gonna dissect these tgds and try to have some fun....thanks a million!
Title: Re: Uniform grid layout for stones
Post by: Henry Blewer on June 30, 2009, 08:00:49 AM
Sidewalks. Patios. City blocks. Thanks Frank. This is a great tool!
Title: Re: Uniform grid layout for stones
Post by: PG on June 30, 2009, 11:07:28 AM
Yeah itd be a cool way to make cities on planetary views. How can I adjust the size of each square so there's only one stone per square. e.g.
(http://i44.photobucket.com/albums/f20/daniel_toh/being%20different/mp3pebble.jpg)
Title: Re: Uniform grid layout for stones
Post by: FrankB on June 30, 2009, 11:09:00 AM
the sinus devided by the constant determined the wave length. increase the constant to get bigger "fields".
Title: Re: Uniform grid layout for stones
Post by: PG on June 30, 2009, 11:16:42 AM
Do what?
Title: Re: Uniform grid layout for stones
Post by: rcallicotte on June 30, 2009, 02:43:38 PM
LOL  

PG and I are still in class on this, apparently.  I've found understanding how functions work tends to be somewhat fleeting to the average braincell in my brain.

But, I think we can just increase the constant to see wider placements.


Quote from: PG on June 30, 2009, 11:16:42 AM
Do what?
Title: Re: Uniform grid layout for stones
Post by: Walli on July 01, 2009, 02:36:11 AM
I think on the long turn it would be nice to have some special populators:

- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on

-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid
Title: Re: Uniform grid layout for stones
Post by: jo on July 01, 2009, 04:40:13 AM
Hi Walli,

Quote from: Walli on July 01, 2009, 02:36:11 AM
I think on the long turn it would be nice to have some special populators:

- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on

-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid

I agree :-).

Regards,

Jo
Title: Re: Uniform grid layout for stones
Post by: PG on July 07, 2009, 05:38:22 AM
Quote from: FrankB on June 30, 2009, 11:09:00 AM
the sinus devided by the constant determined the wave length. increase the constant to get bigger "fields".

Ok, after finally figuring out that 'sinus' was latin for sine ::), all I managed to do was make the stone patches very thin. I changed the constant for the divide scalar to give me slightly bigger patches but I want one stone per patch instead of loads.
Title: Re: Uniform grid layout for stones
Post by: Hetzen on July 07, 2009, 06:27:20 AM
Quote from: jo on July 01, 2009, 04:40:13 AM
Hi Walli,

Quote from: Walli on July 01, 2009, 02:36:11 AM
I think on the long turn it would be nice to have some special populators:

- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on

-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid

I agree :-).


Regards,

Jo

It would be good to have a clumping function, like a 'feature scale' included in those random settings.  :)
Title: Re: Uniform grid layout for stones
Post by: Henry Blewer on July 07, 2009, 07:59:10 AM
If it was an adjustable bezier curve, it could be useful for controlling animation populations and other stuff...