Hello everyone. It's been quite a while since we last updated you about Daniil Kamperov's procedural erosion work and the progress of the SDK so I thought I'd give you some more tidbits to enjoy.
As some of you may recall Daniil is the first person to begin making use of our in-development Software Development Kit (SDK) to extend Terragen's capabilities. His work has been a great proof of concept for the Terragen SDK which is now essentially finalized for Terragen 3 and we're looking forward to bringing more plugin authors onboard in the near future. Daniil has been exploring the largely uncharted territory of procedural erosion, a sort of "holy grail" of terrain modeling for many years. To date there has been no publicly available software that has successfully modeled convincing erosion features procedurally, with multi-scale capabilities from ground level to orbit. Judging by what we've seen so far Daniil is set to be the first to release such capabilities for all to use and we're very excited about it!
Daniil has made great progress since we first discussed his work earlier this year, but blazing new territory is seldom predictable. Fortunately his efforts have been rewarded with perseverance and just last week he was able to publish a first alpha test version to our testing team, who are already creating some cool images which I'll share a few of in a moment. This release is a big milestone for Daniil and comes after months of fine-tuning and bug fixes from his own testing and our internal testing as well. So big congratulations go to Daniil! He's already got a bunch of ideas for how to improve things in the future, but for now we'll just get straight to the new imagery to show you what he has been able to achieve.
Daniil's test images:
And a few from our alpha test team...
Martin Huisman (Tangled-Universe):
We'll be sharing more images along with animation soon!
Congratulations on all of the work and effort put into this. Those are some spectacular examples. 8)
I have been noticing basic sedimentary deposition here and there and not just fluvial channels. Can that be controlled well? Talus and large alluvial fans come to mind.
This is definitely a game changer, with some mouth watering examples. Can't wait.
I know that Daniil is working on making this as realistic as possible. But for now I'll have to leave it to him to speak on any specifics of the capabilities of the system, when he chooses to do so. I can say that the current version available to the alpha testers is a sort of "first working version", and he's working on big improvements and changes for some time in the future.
Alright, no problem. :)
Will be nice to see some before and afters too.
I think I'm coming here every single day 8)
Any chance to have a little eye candy this month ?
many thanks to the new erosion shader, cool enhancement.
reading that the SDK is coming into final stage leads me to the question:
would it be possible to get some detailled info about the SDK?
all the best
Thanks for the interest engineer. We'll be in touch! :)