Planetside Software Forums

General => File Sharing => Terrains => Topic started by: Henry Blewer on January 24, 2011, 11:10:05 AM

Title: Fortress Mountain tgd
Post by: Henry Blewer on January 24, 2011, 11:10:05 AM
Here is the tgd file for this thread.
http://forums.planetside.co.uk/index.php?topic=11611.0
Title: Re: Fortress Mountain tgd
Post by: Zairyn Arsyn on January 24, 2011, 01:02:49 PM
thanks for sharing

:)
Title: Re: Fortress Mountain tgd
Post by: DannyG on February 27, 2011, 07:53:07 PM
Killer terrain Thks nice usage of Marcs Gerharts bristle Pine.
Title: Re: Fortress Mountain tgd
Post by: DannyG on May 31, 2011, 12:48:00 PM
Started tinkering with this, packed it up with NWDA Piceas and dogwoods few X Frogs flowers thrown in there. Need some better fill lights, I hit this with shadow highlights in PW. Still a WIP obviously
Title: Re: Fortress Mountain tgd
Post by: Henry Blewer on June 01, 2011, 02:33:01 AM
I am glad you used this. I like how you have set this up. A second light source without shadows could be used to bring out some specular highlights. The plants look a little flat without it.
Title: Re: Fortress Mountain tgd
Post by: DannyG on June 01, 2011, 09:55:40 AM
Thanks H, I am thinning out the *Piceas bit and dropping the camera, and like you mentioned need some serious work on the lighting. V2 is an ever learning endeavour. Thanks for the look
Title: Re: Fortress Mountain tgd
Post by: DannyG on June 25, 2011, 02:28:41 PM
OK another go @ this, Worked out the lighting a bit and obvious limits in the the populations. Same NWDA content as my render above.

Comments and critiques are encouraged
Title: Re: Fortress Mountain tgd
Post by: Henry Blewer on June 25, 2011, 06:31:00 PM
Try using a power fractal in the blend by input to mask the trees. Disable the object populations. Add the power fractal to the end of the Shaders tab. Enable the test color.

Now check Apply low colour. Slide the Colour contrast to 1, and reduce the Colour offset to -0.8.

Now set the Scale tab inputs. Try Feature scale 250, Lead-in scale 8100, and Smallest scale to 10. These settings will need to be tweaked.

Disconnect the power fractal from the end of the Shaders nodes. Now add the to the Blend by shader input of your tree population or the distribution shader of the tree population.

By adjusting the Object spacing in a,b to can get the trees to grow in clumps and groups. These will have wide spaces between them.
Title: Re: Fortress Mountain tgd
Post by: DannyG on June 25, 2011, 06:46:12 PM
I got a question in regards to the distortion/jaggies I am getting in the populations in the foreground, I raytrace all populations and these are good close up quality plants from NWDA and X-Frogs, Very inexperienced @ populations. Perhaps they are occupying the same space ?
Title: Re: Fortress Mountain tgd
Post by: Henry Blewer on June 25, 2011, 07:47:00 PM
Yes they probably are. The objects are intersecting each other. Since there is no object collision detection, there is no way to fix this. You can build your populations slightly more distant in the camera view, then manually place the foreground objects. This is a lot of work.
Title: Re: Fortress Mountain tgd
Post by: DannyG on June 26, 2011, 01:32:18 PM
Thanks for the advise. I wil implement these and post soon, again thanks for sharing this. It is extremely helpful

Danny
Title: Re: Fortress Mountain tgd
Post by: Henry Blewer on June 26, 2011, 02:27:39 PM
I hope it helps. I've learned a lot here, with lots more to go. I'm just glad the people here are patient ;)
Title: Re: Fortress Mountain tgd
Post by: DannyG on July 14, 2011, 10:40:35 PM
TG 2 gives new meaning to the word patience  :o