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General => Image Sharing => Topic started by: Tangled-Universe on June 18, 2014, 08:55:13 AM

Title: Rice Terraces
Post by: Tangled-Universe on June 18, 2014, 08:55:13 AM
I was thinking about how to do rice terraces in TG and suddenly had a little epiphany on how to do them easily and in a lazy way.
The setup allows any kind of terrain to be used and needs very few settings to have number of terraces and terrace depth to be changed.

This render is by no means a work of quality and has flaws, but it's just a proof of principle.

Cheers,
Martin
Title: Re: Rice Terraces
Post by: Dune on June 18, 2014, 10:09:52 AM
Nice concept. Will you be working this out?
Title: Re: Rice Terraces
Post by: Luc Bianco on June 18, 2014, 10:42:09 AM
interesting, it could be used also to make a "pamukkale-like" landscape:

http://cristimoise.files.wordpress.com/2012/06/pamukkale_04a.jpg (http://cristimoise.files.wordpress.com/2012/06/pamukkale_04a.jpg)

luc
Title: Re: Rice Terraces
Post by: Tangled-Universe on June 18, 2014, 10:56:36 AM
Thanks guys,

Ulco, yes I'm planning on doing something better with this technique.

Luc, thanks for the suggestion. Very interesting!
Perhaps also a nice project for you? ;)

Martin
Title: Re: Rice Terraces
Post by: kalwalt on June 18, 2014, 01:35:21 PM
Hi Martin, nice idea! but do you design the scene entirely in Terragen? i mean the heightmap is generated from Terragen or did you use another software to design it? :)

Walter
Title: Re: Rice Terraces
Post by: Tangled-Universe on June 18, 2014, 03:27:47 PM
Hi Martin, nice idea! but do you design the scene entirely in Terragen? i mean the heightmap is generated from Terragen or did you use another software to design it? :)

Walter

Doesn't matter what you use, because the function which creates the terraces is made within TG using just 3 nodes basically.

So you can use a heightfield load/generate and a powerfractal terrain, doesn't matter! :)
Title: Re: Rice Terraces
Post by: mhaze on June 18, 2014, 05:22:29 PM
Excellent hope to see more of this.
Title: Re: Rice Terraces
Post by: kalwalt on June 18, 2014, 05:27:35 PM
Hi Martin, nice idea! but do you design the scene entirely in Terragen? i mean the heightmap is generated from Terragen or did you use another software to design it? :)

Walter

Doesn't matter what you use, because the function which creates the terraces is made within TG using just 3 nodes basically.

So you can use a heightfield load/generate and a powerfractal terrain, doesn't matter! :)
ok good to know! i'm wondering how you did the edge of the terrace that retains the water.... ???
Title: Re: Rice Terraces
Post by: Kexikus on July 24, 2017, 08:32:48 PM
Sorry for the thread necro, but I've been looking for a way to create mountain terraces like these and this thread is the only thing I found.

So I was wondering if this project was ever completed or if anyone has the current version or just an alternative but also procedural solution. Thank you :)
Title: Re: Rice Terraces
Post by: Dune on July 25, 2017, 06:50:30 AM
It's quite easy in fact.
Title: Re: Rice Terraces
Post by: Kexikus on July 25, 2017, 10:42:12 AM
That really is quite simple... I just didn't think of using the Strata and Outcrops shader.

Thank you very much  :)
Title: Re: Rice Terraces
Post by: Tangled-Universe on July 28, 2017, 10:10:02 PM
That's indeed a simple way of doing it.
I did it in a different way though, also using a strata shader, but if I recall correctly I just shifted the strata and outcrop with a transform shader.

It's evident Ulco can do basically anything with a simple shape shader :P
Title: Re: Rice Terraces
Post by: Dune on July 29, 2017, 06:14:55 AM
 ::)
The problem is that you can't easily mask the terraces, with shifted simple shapes or another method that might be easier.
Title: Re: Rice Terraces
Post by: Tangled-Universe on July 29, 2017, 12:13:45 PM
I don't have that problem with my method, because I use a difference scalar to create the mask.
Title: Re: Rice Terraces
Post by: bobbystahr on July 29, 2017, 02:23:17 PM
I don't have that problem with my method, because I use a difference scalar to create the mask.

Smart, must remember that