4 years of playing (for free) with an old version of TG2 preview. That was good! Thanks to Planetside's team! Here's, a part of all the crap I've done (and was too lazy to upload). By the way, my computer is a terrible terrible terrible old mess. Find something inside is archeology... If you have questions about a scene, I'll try to: find the old tgd file, remember how I've done, and reply to you...
And I'm deeply sorry about trees, flowers, and grass, but I can't say precisely who've done this things. Just a hint: If it's beautifull that's probably from Walli's free pack or Xfrog's plantes or someone else from the forum, if it's horrible I'm probably the autor. ;)
After this too long and bad english speech: First thing first: Boobs!
Next, some rock population:
(yes, I love the rocks)
Now: atmospheres and little planets.
Merci de nous faire voir ton excellent travail. J'aime particulièrement, MARINE, DÔME, DRAGONS EGGS, ASTERO ECLIPSE, PEAU D'ORANGE, ATMOSPERE BLEU.
You should post more Chinaski !
You have kind of a different style. All your renders are interesting.
I liked the most the "DÔME" and"Dragon Eggs" images :)
In 2009 I was working on a little city builder program with processing. I've never finished it, but you can see here some of the renders I made, by importing my city builder's very simple generated models in TG2. ;)
Thank you Jo & Kadri. Next post will be enormous, and about my more recent works, on textures... So it will take a little moment before I post it.
I hope the loading of the page isn't too long. :/
Theres a lot of really nice images here!
I like these the best
marine 0001- multiexpo
If you want to talk about any of them, I would like to read what you have to say.
Lots of really cool stuff here! I'm glad you're finally sharing it. The 2nd volcano image is probably my favorite, some really great texturing.
The city stuff looks surprisingly good. With some decent textures on there, the results would be excellent I think. You never finished the original generator?
Latest topic of this thread: Texture work!
Two years ago I decided to work with textures on 120 x 120 plan. That was little scenes, quick to render, and so, funnier to do (big scenes take forever to render with my antique computer).
Before I start, I must say that I can't share the bitmap textures. I collected a lot of surface's pictures since 2 years... Via a lot of differente sources. A good part of it is free to use and modify (creative commons), but some of them are not. And as my storage system is an incredible mess (I've already said that, I know), it's all mixed / jumbled.
So, I can't (and don't want) take the risk to share a texture that was made from a no-creative commons picture.
All that said, make a tiled texture is not very difficult. There are plenty tutorials on the internet. And you can find superb surface's pictures via google, Flickr (my favorite, with CC's search option), cgtextures, or other sources. The (faked) bumpmap is a little more tricky to do, but, if you want, we'll talk about it an other time. ;)
For now just a precision: I'm working with 2000x2000 pixels textures.
First thing, testing a texture on an environment (1 texture, 1 terrain):
After that I've started to work on a small scale (120 x 120 plan), with an unique texture, to "calibrate" it (levels and sharp in postwork):
And finally, mixing the différent textures. It's really easy to use, I think. You can control the displacement, the scale, the translation, of each textures; but also the way they mix, how they merge, how that define the vegetation's position, how the textures impact the stones, quickly, efficiently, etc.
I'm sure that some of you know how to do that with TG2 since a long time... But for me that was a very pleasant revelation. \o/
Time to sleep (7.15 Am). See you tomorow. :D
Quote...The (faked) bumpmap is a little more tricky to do, but, if you want, we'll talk about it an other time...
...For now just a precision: I'm working with 2000x2000 pixels textures...
...First thing, testing a texture on an environment (1 texture, 1 terrain):..
...After that I've started to work on a small scale (120 x 120 plan), with an unique texture, to "calibrate" it (levels and sharp in postwork):..
...And finally, mixing the différent textures. It's really easy to use, I think. You can control the displacement, the scale, the translation, of each textures; but also the way they mix, how they merge, how that define the vegetation's position, how the textures impact the stones, quickly, efficiently, etc...
...I'm sure that some of you know how to do that with TG2 since a long time...
But for me that was a very pleasant revelation. \o/...
Moodflow hit on this stuff a bit. And I was able to learn a good amount from him. But I don't think the method he shared went this far.
I am learning to make my own textures now (just started). But it would be most excellent of you, if you could explain how your doing what your showing!
As I understand it, you are "mapping 2d images to 3d geometry". But you are getting a look I have not knowinly seen before.
A break down, and step by step where TG2 is concerned would be great.
And your statement "The (faked) bumpmap", has really got me interested.!!!
I cant be the only one who does not know how to do what your doing?
Some great images and ideas here. I like the way you are using small images to develop and explore ideas, it is a good way to learn one I must adopt I think.
I would be interested how you project your image files onto the rocks for instance, or onto complexer displacements in the terrain. If they are TG rocks, they don't have real UV mapping. And of course the problem with image tiles is that they are repetitive.
Indeed,some info in regard to your texturing technique would be nice
wow... the first set of renders are incredible, the second set is just as good, quite inspiring.
very very good job !
I'll try to respond in order. If I forgot something, tell me. And please, don't be upset by the slowness of my answers. Try to talk an understandable english is very hard & tricky to me (even if google translate help me sometime). :D
My hope was to fake a "long time exposure" picture. So, I merged (postwork) multiple frames, with different seeds (random) on water and clouds (maybe a moved the sun too, don't remember). The result was quite good (I love the light and the "little blurry" thing) but not exactly what I expected. So I stopped the experiment.
I think we can have better result by using a translation on clouds & water shader instead of a random thing... But at this time I was not aware of this method. Maybe someone with a complete version of TG2 can try to merge all the frames of a short animation, and see the result. :)
About dôme (caldera-panoramique):
Nothing really complicated in the scene itself... Even if the shader's cumulation can seem insane.
I used several crater shaders (positive or negative) to build the volcano, smooth erode shader and multiple power fractal shaders (redirect shader) to deform it. A distance shader (coupled to a camera) is used to mask the center of the crater, so it (the cold lava's dome) can be darker and shinier.
To have the hiking path I used a simple image map. This map is used as blending on the stones shader. I used a lot, also, a "gradient altitude group" (found here, on this forum, thank to the autor) to mix textures and constrain vegetation. The hut at the top was made with an old version of 3dsmax and converted to object format with PoseRay. There are three cloud's layers. One of them is deformed by power fractal shaders (redirect technic).
At this point I had a good scene (I thought). And so I wanted it big! And that's a problem, let me explain...
I use Hugin & Panotool to make panoramique images (it's cheating, I know, I'm not proud of it). So I had to: use 9 cameras on TG2 preview version (hard to have good angles and orientations), calculate the 9 renders (one week of computation), and put them together with Hugin (define an importante number of key points, choose the projection technic, tweak the thing, etc.). Arduous. And the result was... Flat! The atmo was boring, no sense of deepness.
No way I modify the scene and re-calculate the thing. Ultimately, I had an idea, and saved the situation by using the distance shader trick.
Recalculate the nine views without atmo and textures (just the distance from active camera). Build my panoramic view with the key points that I've defined the first time (because it's impossible to do with a black & white fade image), and used it to enhance (postwork) the picture. \o/
That's all. :)
Ok, your volcano explanation seems like tons of work, even though I can't quite follow. The result, however, is epic! Very sharp and intriguing, hard to tell this is a render as opposed to a photo. Bravo!
Maybe I wasn't quite clear, sorry about that. The important thing I learned with this scene (and now always use) is:
When you do a long big render on a enormous scene, you must also do a fast "distance render" (the last shader of your build is a "distance shader" connect to your render camera, no atmosphere, no complex shadows, etc.). This black & white "distance render" is quick to do, and really useful in tweaking (postwork) the density of your atmosphere (perspective atmosphérique in french). That can save your day, especially if you are working with an old computer. ;)
By the way, you can also use it for depth of field.
Dragoon eggs is a happy coincidence that started with a test on big rounded stones (the scene's name is bigrocks).
The principal fake stones shader is 50 size, 1 tallness, and 0 pancake effect. By cons, the surface layer of these stones have enormous displacement (200 amplitude, 100 offset).
When I launched the fist render I was very lucky. My preview window was not at 100%, the diplacement not totally applied, and the stones not so big... When I saw the first render I thought: It's so cool! The camera was, by chance, just at the right place, the rocks were enormous, 4 or 5 time bigger than in preview window, texture was fine, and perspective was great...
And I immediatly thought: "dragoon eggs" a "quiet" little scifi exploration scene. So I add a little guy in space suit at the back (just a spline directly drawn and extruded in 3dsmax), some scifi plants I made for the occasion, fog (for distance), water (to reflect light), and it was done.
After that I tried a lot of things, less succesfull: First I've added a space ship (a space dragoon in my mind). It was a modified Homeworld mesh, very nice mesh (this game is superb), but I never found the right place to put it. I also wanted to add some sort of hieroglyphs on the eggs... To give the impression that they were very ancient/antique, and that next civilization have used it to draw, like the first men in the caves...
I think that was a good idea, but I wasn't able to do it right. Draw a hieroglyph, and put it on these stones, with projection camera, is not easy. :D
nb: The space plants (http://f1evv.free.fr/tg2/algue_03.zip), and the (flat) space exploration suit (http://f1evv.free.fr/tg2/spacesuit.zip).
This is all very understandable, thank you very much for taking time to explain. But what I am wondering most about is the way you got your rocks textured (one of the first few sets of small images). Were they procedural (fake or internal TG) rocks or objects with proper UV-mapping? In the latter case, texturing is not hard, but if they're procedural and you used an image map, the technique eludes me.
Thank you, Chinaski.
Hope you will continue down the list of questions. This is a fun and insightful thread.
The atmo-eclipse-0002 scene doesn't want to open anymore (TG2 crash, maybe an accent in the tgd file). So I've opened atmo-eclipse-0003 file, to have a look at it. :D
Here is the small space module (http://f1evv.free.fr/tg2/ares1.zip) & here is the first version of atmo-eclipse TGD file (http://f1evv.free.fr/tg2/atmo-eclipse-0001.tgd) (it's extremely simple you'll see).
The camera is orthographic. The asteroid is a little planet with procedural displacements. It was my multi-atmosphere test period (like for atmo-triple-bleu (http://f1evv.free.fr/tg2/atmo/atmo-triple-bleu.jpg) & triple-atmo-red (http://f1evv.free.fr/tg2/atmo/triple-atmo-red-0002-02.jpg)). The idea was simple: Put several atmospheres shader (2 ou 3) on one little planet. This way, by tweaking the atmospheres (primary one/off, secondary on/off, haze, density, color, lighting, ambiant, improved glow model on/off, etc), I could have all sort of merging effects, superposition effects, shadows effects, and nice colors. No postwork here.
For this one, it's the same method, at a smaller scale... 3 little planets (10 size) side by side, with 2 atmospheres each. The 6 atmospheres are touching and merging.
About peau d'orange:
A very simple scene here, again. Just 3 shaders: one image map (make with Fyre, and applyed in spherical mode), one surface layer (who take color, luminosity, and displacements from the image map), one reflective shader, and all that points to a little planet (with 10 radius). Nothing more.
It was a lucky experiment. Maybe I could do more of this sort of little things. Quick & easy to do.
About Rockland 006 (http://f1evv.free.fr/tg2/rockland0006.jpg), I have nothing to say (except that I love the TG2 rocks). :D
See you tomorrow. ;)
bravo, super boulot.
Le volcan est vraiment impressionnant. Beau travail.
Now, about the city...
First, Here is the scene, objects, and maps (http://f1evv.free.fr/tg2/exportcity-scene-objects.zip). With it you can play your own Simcity game. ;)
So, therhat's the city itself (I will tell you later how it was generated). There are three materials for this object: One for buildings, one for city soil, one for soil with some vegetation. Last element is a water plane (channel). And I used some imagemaps to do some masking. Nothing special about light, atmosphere, or anything else. Just look at the scene to see how it's done. ;)
To generate the city I've used a little program I've did myself, with Processing (http://processing.org).
Be aware that was one of my first programs. So, it's not a very elaborate thing, or a clever thing. No comment in the code, no *@#$! manual, but I think it's relatively simple. It's a loop. It's drawing 400 "blocs", in each "bloc" there is a "building", the shape of the "building" is random (66 types of buildings). When the 400 blocs are drawed... It start again, and again, and again (and again).
There is no interface, or elaborate function. If you want to change some parameter you must edit the code. The only thing you can do is to press the R key
of your keyboard. When R key is pressed: the city is saved in DXF format (no incremential function, if you want to save several cities, you must rename the files). You can find the last version here (http://f1evv.free.fr/tg2/city3Dexport0006.zip). There are the sources, a Linux version, a Mac version, and a Windows version. Fell free to use, modify, and do whatever you want with it (improve it would be a good idea). ;)/!\ Warning: executable versions were never tested! You use it at your own risks. /!\
Now, if you have tested the thing, and exported some DXF city, you'll see it's crap. If you want to use it in TG2 there's a lot of work to do. :D
What I do step by step: Import a DXF city in 3dsmax (it can take some time). Import an other (superposed buildings are nicer, more complex). Put on them a double sided surface (because some faces are drawn the wrong way). Ok, now you see better. Reunite the two meshes. Edit it (you can clean some blocs to make green spaces, or change height, build a channel, modify the streets, you can also unify the faces normals, etc.).
When it's done, you must define your materials. So, I apply a Multi/Sub-object material with (for exemple) 3 "sub material" (one for buildings, one for soil, one for green spaces). After that, I edit the material ids of the faces of my city mesh (id 1 for building, id 2 fot soil, id 3 for green spaces). Last thing to do with 3dsmax: Export the thing in 3DS format. I'm sure you can do all that with an other program (better than 3dsmax5). ;)
Now, we must convert the file in OBJ format. To do that, I import the 3DS file in PoseRay, and export it directly in OBJ format. you can now use it in TG2.
I'll just take a little time, before start writing the long last part (textures!)(tomorow!!!), to thank you all, for comments, interest, and support. That's just some old TG2 Works, make with an old version of TG2, but I think it can maybe help or please some users. So why not take the time to post it... By the way, when I finish here, I will also post all the files in the "file sharing" section.
And, to speak again about the cityexporter, and respond to Oshyan... When I started this project, Processing was an all new thing to me, and I was very excited about it. You could write a simple line of code, press the play button, and the it run. That was fantastic!
So I had great expectation... The thing is... I'm not a programer. And after I slowly wrote the different building shapes I was broken. I couldn't see it more. The faces normals was a problem. How to export directly in obj format? How to reunite some blocs? How to have oblique streets? How to add simply some details in the architecture? How to add different textures? etc. My method was wrong. I couldn't improve it. Too big/hard for me.
So it stayed like it is, a small "one button" program. But it was good enough to do what I wanted to do at this time. And, please don't mock me, I was very proud of it. :D
Since I saw some Introversion Procedural City Generator project video (http://www.youtube.com/watch?v=yI5YOFR1Wus). Neeeeeeed!!!
Thanks for the files Chinaski! Curious about the other image explanations :)
Thanks for the .pde Chinaski.
If you really want to get into procedural modelling it can be a good idea to take a look on Houdini. (there a free non-commercial version with limitation and 99$ non commercial without limitation).
It's the perfect buddy when you want to do things procedural with less (or without) coding.
The city generator made by introversion looks very cool too bad that the Subversion project is cancelled.
Je connais un site avec des textures d'immeuble.
So, guys, texturing technique was a little bit too complicated to explain in english for me. So, I'm deeply deeply deeply sorry, but... I decided to make a step by step tutorial (with files example). :D
I'm working on it now (it's alive, the scene is done); maybe this afternoon, maybe tomorow, for the result. ;)
Download the scenes, texture maps, and objets here (http://f1evv.free.fr/tg2/texture-demo/texture-demo.zip)
First thing first: We want to keep it simple. So no functions, no complicated building. Choose some good textures... And start.STEP 1:
For this one, we will use a plan with 120 by 120 size. So, no need of: planet, atmo, heightfield, compute terrain, or base colors.
We just have: A texture group, connected to a surface shader (child), connected to the plan. We have also 2 power fractal shader (with displacement) connected to the surface shader (input). That will be the general displacement of the scene.
The texture group is constitued (top to bottom) of: an image map shader (with the b&w bump map texture), a colour adjust shader (to adjust the bumpmap, if it's not perfect), a displacement shader (to give the relief), an image map shader (the texture), and a colour adjust shader.
You can also add, if needed, a transform shader in last position, to translate the texture and put a textured part exactly at the right place. No need here.
When this build is done you just need to adjust the scale of the images (same in the two image map shader), the bump (displacement shader), and eventually tweak the color of the texture (colour adjust shader).STEP 2:
We have a nice sand texture. Let's add an other: We add a second texture group. It's built exactly the same way. The only change is the texture map & bump map. Choose a texture, tweak the parameters (scale, bump, color)... When it's done we need to mix them.
To do that I used a merge shader, a power fractal shader (mix controller), and a colour adjust shader (used if needed, to tweak the color of the mixed texture). You can replace the power fractal shader by whatever you want. All the settings will be on your mix controller.
Hint: You can give some relief to one of the two textures by activating the "apply displacement" in the image map shader, and give a positive value to the "displacement offset" (see "map 2 (image)" shader in "Texture 2" group).STEP 3:
Here we add three more textures. The building method is exactly the same. Texture 3 & 4 groups are rocks texture. Texture 5 group is a lichen / foam texture. Texture groups are set one by one. After that, we adjust settings of the mixer controllers.
We add also some micro-displacements to the rocks, using two power fractal shader (connected on input of the group bump displace).STEP 4:
Here we add the last mix node. All the texture groups are now connected to the surface layer. It's time to run some tests (random seeds on all the mixers controllers) and improve the different settings.
Hint: You can increase a little the displacement value (displacement shader) for all the textures.STEP 5:
Now it's the hard part. We going to add several stones shader. The first one is for little stones ("Stones - very small" shader). No big problem here: It's going below the surface shader, and I'll use one of my "Texture 2" group to texturise it. I just need to remove the displacement (it doesn't need so much displace).
To do that I used two shaders: A transform shader (to lower the scale, and translate the texture) connected to a defaut shader via the colour function input. No more bump, problem solved.
Hint: If you want you can add some micro-displacement to your micro-stones, by connecting the two "micro-displacements" shader to the input of the defaut shader. Here it was not necessary.
Now I add two big stones shader. I want them to have a complex rock texture (Merge Mix texture 3-4-5) but with a different scale, and an additional displacement.
First I add a surface layer ("Stones surfaces", on the left, in purple group named "Cracked Rocks"). On input of this one, I put a new micro-displacements power fractal shader ("micro-displacements stones"). This way I have a specific micro-diplacement for the stones.
For big displacement I use the famous "Cracked Rocks" functions clipfile (I don't remember who done it, but thanks to him, it's just perfect). This function group is connect to the displacement function input of my Stones surfaces layer. Settings of the thing is in the three "Voronoi Scale" and in the displacement multiplier of the Stones surface layer.
At this step I must do the same thing that for the small stones, ie recover my texture, and put it in the child input of my stones surface layer. So I'll use the same method: transform shader -> default shader -> surface. Easily done for the color (Merge Mix texture 3-4-5 -> Transform -> defaut color function -> Surface). For the displacement (I want it, this time), I must copy the merge / mix shader and the merge / mix controller, and connect the two copy to the bumpmap instead of the colormap.
This way I have color and displacements (than I can set) on my default shader. After calibration of scales and various displacements, stones part is over.FINAL STEP:
Last step, we going to add some vegetation. For this exemple I choosed to put some grass in the low parts of my rock texture.
So I do some blending to build a mask (same technic, again), and I use a white image map to restrict my plant population. Rendering... Et voilà !
We can try to random some seeds (mixer controllers, stones, transform shader) to see if it's working...
The surface looks very nice!
I have no time now to look how you use TG2 for surfacing Chinaski ,but i will soon.
It is always good to see other users techniques. And thanks for sharing :)
Thanks for taking the time to do such an in depth tutorial
and providing the files.Interesting approach.
Keep it up,J.
Nicely done Chinaski. I hope you'll consider adding this to our Wiki at some point! http://www.planetside.co.uk/wiki/index.php?title=Terragen_2_Tutorials
This will take me a good while to get through.
Thanks, Chinaski. The crux is that you project first and then displace. I used a somewhat similar technique to get a waterline on a sloping river, but you opened my eyes again to another use. I'm sure many users will have great benefit from your tutorial!
I don't have the time to look in detail at the moment but thanks for the step by step tutorial. I'll study it properly later.
A good texture map, without a bump map, can do the trick in distant view... But in close up it's a nightmare. Here we have two examples: for the first one, the texture map is directly used as a bump map, for the second one a black & white version of the texture map is used as a bump map.
It's a disaster. So we need a nice bump map, but don't have one. Let's make / fake one!
(these values are nice for a "rounded" bump map)
Step 1 - Duplicate your texture map.
Step 2 - Desaturate image.
Step 3 - Duplicate the main layer two times. You have now three identical layers: One for large details (on bottom), one for intermediate details (on middle), one for small details (on top).
Step 4 - Select "large details" layer.
Step 5 - Threshold (choose the good value).
Step 6 - Gaussian blur 20.
Step 7 - Levels (black, 2, white).
Step 8 - Select "intermediate details" layer.
Step 9 - Posterize (4).
Step 10 - Gaussian blur 10.
Step 11 - Levels (black, 2, white).
Step 12 - Layer opacity 20%.
Step 13 - Select "small details" layer.
Step 14 - Posterize (8
Step 15 - Gaussian blur 2.
Step 16 - Auto levels.
Step 17 - Levels (black, 2.4, white).
Step 18 - Layer opacity 2%.
Step 19 - Flatten, save, and test it in TG2.
Good enough for me! But, if you want to, you can try with other settings. Just decrease blur value and levels value (gama) for smaller details and steeper slope, and increase them for a texture with big rounded displacements.
You can also mix two bump map attemps in TG2...
So, I think I have covered all the issues... With that, you can do 90% of "textured" works. I'll just add one or two things (that I didn't said because I forgot, or because I wanted simple tutorials):
When you are working on a fake bump map, take care of the "tile" aspect. We are working with blur, so your black and white base image must be repeated (patern). Crop it at the end. You can also modify your black and white base image to (try to) eliminate shadows (if you know how to do that perfectly... Tell me), or mix black and white value (Gradient Map is usefull for that), because darker values must not always be at the bottom. When it's done you can follow the "step by step bump convert" procedure.
When you are working on a cliff relief... Use a projection camera (ortho mode) to project your texture and laterals displace for the bump. It's what I've done here:
If there is other questions, if you need other explanations, or if you think it can be improve (method and/or english language)...
And thanks again for the comments. ;)
As for eliminating shadows you could try High Pass Filter,that should at least
reduce the shadows.
Since you like to work with bump and other mapping maybe Xnormal(it's free)
would be something to look into.
Nice surfacing technique Chinaski, thanks for sharing :)
Some very interesting work. I especially like the Dome image.
Thank you. :)
And because I don't want to up this topic without posting something... Here is the (huge) texture I'm working on...
Now I need to add more details on closeup views. ;D
This is just a test scene with files coming from HiRISE (here is a discution about it (http://www.planetside.co.uk/forums/index.php?topic=14636.0)) and it's a nightmare to work with on my old computer. After this tests, I hope I could make a scene, with the same technic, and about the Curiosity rover. Maybe maybe maybe... If I'm lucky, and I find the time to do it.
Some nice detail in there. I really hope you are not still using the Technology Preview v1.9 like it says in your images!
Ahhh, Mars data! Excellent, I was hoping to see some of this stuff used in TG. What is your workflow to get the data into TG?
This is interesting too.
When you have the time, and if you have the desire. Would you mind doing a break down of this process/steps.
There does not seem to be a lot of this yet, perhaps its an advanced topic? The discussion link you gave feels like it is not for HiRISE beginners, and certainly not for people who haven't even started yet;)
@Matt -> Yes I am. I know it's a shame, definitely need to upgrade my TG2 version. Build 2.3 free is downloaded, I'll try to install it this week end. :)
@Oshyan & TheBadger -> If you remember that (http://www.planetside.co.uk/forums/index.php?topic=4114.0) (four years ago), you know I'm a big fan of Mars exploration programs... So when I saw Jo explanations about HiRISE, belive me, I was very excited!
So I try to understand and execute the technic... And it was an epic fail! Reasons are: My english isn't good enough to understand IsisSupport technical topics. I had difficulty to run Gdal. And my GeoTiff converted files couldn't be imported in TG2 (I've no clue what was wrong). A totale failure. :D
So I was bored, and I decided to cheat. Here is my (wrong) methode (hard to explain, but nothing complicated):
First download the dtm you want (http://hirise.lpl.arizona.edu/dtm/)... You'll need the black and white altimetry (IMG) and the surface map (JP2) (preview them in "PDS Extras").
Now you need to work and convert this very big files, that's the tricky part... After many unsuccessful attempts I found fwtools (http://fwtools.maptools.org/) (it use the Gdal library). You can use it to view and convert the IMG or jp2 files via an interface. Theorically you can also crop, rotate or do whatever you want. I was unable to rotate, crop, or export a valid GeoTiff file. So I used fwtools to reduce and convert IMG (altimetry) and JP2 (texture) files in standard image file format. :/
Rotate, crop, and alignment, was done in photoshop. Finally you have two black and white files. Nothing else to do with the altimetry file (you can play with levels if you want)...
For the surface map you need to do a fake color map. For that I used (several times) the color gradient convert photoshop function, with altimetry as mask. The thing is... color image, this big, with multiple layers, are way too heavy for my computer... So I'm working on a small scale image, building a script, and when I am satisfied, I apply the script to the big images (my surface image was subdivided in four parts).
Your computer will compute for a very long time... Meanwhile you can do something else (play Ping-pong or read a book).
When it's done: You have a black & white altimetry, and a fake color map (in several part). You can open TG2. \o/
Terrain work ("->" is a link between 2 shaders): One image map shader (your altimetry image, plan Y projection, position center, good homothetic size) -> a displacement shader (you can calculate the displacement value from "Extras Read me" on DTM page) -> an heightfield generate (same size, no fractal variation) -> an heightfield smooth (to smooth the stairs, value 3.5 for my scene) -> The heightfield shader (center). Topography, it's done.
Surface work (with a 4 part texture): Image map shader 1 (your first fake color image, plan Y projection, position -width/4 0 height/4, size width/2 height/2) -> Image map shader 2 (your fake color image number 2, plan Y projection, position width/4 0 height/4, size width/2 height/2) - >Image map shader 3 (your fake color image number 3, plan Y projection, position -width/4 0 -height/4, size width/2 height/2) -> Image map shader 4 (your fake color image number 4, plan Y projection, position width/4 0 -height/4, size width/2 height/2)...
Add some micro displacements, fake stones, and render the scene. Voilà !
Let's be clear, it's not "the" good method. It's ugly, it's messy, it's wrong (we lose the altimetry data), but it's working. Now, if somebody know how to do that properly (with free softwares), please, please, please, explain to me (step by step). ;)
Thanks for the details. It's a shame you're so limited by your computer at the moment. I can't imagine what you'd be able to do with a more capable system, given what you've created so far!
I echo Oshyan, this stuff is excellent!
Thanks for the explanation 8) Hope someone can answer your question here too!
Lots of great stuff here.
Quote from: Dune on April 23, 2012, 04:52:28 am
... And of course the problem with image tiles is that they are repetitive.
This article was written for web design but the principle applies to any image tiling