Planetside Software Forums

General => File Sharing => Terrains => Topic started by: Henry Blewer on April 01, 2010, 11:13:17 PM

Title: Canyon Construction
Post by: Henry Blewer on April 01, 2010, 11:13:17 PM
Here is a group of tgd's for making a canyon world. They are step by step.

I'm writing a tutorial on how I do this. (It may take a while to finish) I made these up for Amenbrick to look through.
Title: Re: Canyon Construction
Post by: Amenbrick on April 02, 2010, 04:03:41 AM
And will look at with anticipation and gratitude, when I am next at home.
Title: Re: Canyon Construction
Post by: MGebhart on April 02, 2010, 05:00:26 PM
You did it again, Henry.

Very clever layering.

Marc
Title: Re: Canyon Construction
Post by: Henry Blewer on April 02, 2010, 05:35:28 PM
I hope that these, in order, make sense. The only thing I do that may be different is the tie in of the color across the layers.
Title: Re: Canyon Construction
Post by: Marcos Silveira on April 03, 2010, 11:46:49 AM
An image worths more than a thousand words. Where is It?!?!
Title: Re: Canyon Construction
Post by: Henry Blewer on April 03, 2010, 03:17:08 PM
I am still tweaking the final render. I have a render for each stage, when I get the tutorial done, they will be available.
Title: Re: Canyon Construction
Post by: Henry Blewer on April 03, 2010, 03:23:32 PM
Link to the last image of the tgd's.

http://forums.planetside.co.uk/index.php?topic=9355.msg99083#msg99083
Title: Re: Canyon Construction
Post by: Amenbrick on April 11, 2010, 04:39:01 PM
Ok, had a go at making my own.   Pleased with the results, but was hoping for a levellish top to the... tops.   Can this be done with a scalar that stops growth at a uniform level?  

Sorry for the bother, but it's for a shared world where the surface is a windy wasteland and people live in the (varying sized) cracks.

Edit; I lowered the spike limit on the power fractal v.3 from .5 to .12 and that sort of works.   I'm pressing buttons and pulling other levers.   Let you know if anything else works.
Title: Re: Canyon Construction
Post by: Henry Blewer on April 11, 2010, 06:08:23 PM
This is quite good. I don't worry about making the tops 'flat' too much. There are variations in height nearly everywhere.

One way to get flat tops is to use a heightfield. The heightfield adjust vertical operator can be used for this; it can cut off the highest areas.
Title: Re: Canyon Construction
Post by: Amenbrick on April 12, 2010, 04:08:36 AM
Where does the adjust vertical operator attach?  I've tried it everywhere, with some wild numbers, and it doesn't seem to change anything...
Title: Re: Canyon Construction
Post by: Henry Blewer on April 12, 2010, 08:06:30 AM
In the upper left of the Terrain Tab. Highlight the heightfield and just below the box where he hieghtfield is located is the operators selector button. Just add it from there. Then you can adjust it how you like.
Title: Re: Canyon Construction
Post by: dandelO on April 15, 2010, 04:38:39 PM
I think that would be the 'clip vertical' node you're after here. An 'adjust vertical' will make the entire terrain higher/lower, all over, the 'clip vertical' will trim the peaks/valleys to your specified heights. :)
Title: Re: Canyon Construction
Post by: Henry Blewer on April 15, 2010, 07:03:24 PM
You're right. Thanks!
Title: Re: Canyon Construction
Post by: Amenbrick on April 19, 2010, 05:41:38 PM
Quote from: dandelO on April 15, 2010, 04:38:39 PM
I think that would be the 'clip vertical' node you're after here. An 'adjust vertical' will make the entire terrain higher/lower, all over, the 'clip vertical' will trim the peaks/valleys to your specified heights. :)

Didn't seem to do anything, regardless of being set at -1000, 1000 and a couple of points in between.   
Title: Re: Canyon Construction
Post by: domdib on April 20, 2010, 01:26:24 AM
Amenbrick, you are aware that the heightfield operators only work on heightfields, not on procedurals (Fractal Terrain and Alpine)? If you want to generate a heightfield from a procedural, see here: http://forums.planetside.co.uk/index.php?topic=9319.0
Title: Re: Canyon Construction
Post by: Henry Blewer on April 20, 2010, 08:08:58 AM
Ah, stupid me. These files are procedurals, not heightfields. Use a strata shader with large height layer depth and hard layer spacing. The plateau buildup needs to be high also. Plateau buildup is the part which flattens out the terrain using the heightfield spacing input.