Can you help me with this little trouble I have?
How can I flatten out an elevated part of a displaced terrain? Like, on a given altitude? Simple shape shader does a very nice job of smoothly flattening the surface but it seems to work on 0m elevations only. :(
Quote from: N-drju on October 03, 2016, 01:32:24 PM
Can you help me with this little trouble I have?
How can I flatten out an elevated part of a displaced terrain? Like, on a given altitude? Simple shape shader does a very nice job of smoothly flattening the surface but it seems to work on 0m elevations only. :(
C&P the coordinates where you want it flat and I use smooth step at 90%, Position in terrain/texture on the colour tab and default on the Displacement tab
Nope, that doesn't work. It still flattens the terrain all the way down to zero or does not do anything at all and I tried putting SSS in different arrangements.
Quote from: N-drju on October 03, 2016, 01:54:17 PM
Nope, that doesn't work. It still flattens the terrain all the way down to zero or does not do anything at all and I tried putting SSS in different arrangements.
Is this a .ter or a Power Fractal...works for me on the latter.
try this
http://www.planetside.co.uk/forums/index.php/topic,3830.msg39741.html#msg39741
well I can't make it work on either a Load terrain or a Generate terrain so I'm thinkin' some one else will have to jump on this horse....
This?
http://www.planetside.co.uk/forums/index.php/topic,7548.15.html
See post Reply #20.
Quote from: AP on October 03, 2016, 04:49:08 PM
This?
http://www.planetside.co.uk/forums/index.php/topic,7548.15.html
See post Reply #20.
I remember that but it doesn't address a .ter(Load terrain) or the Generate terrains....just the PF terrain...that's what it clamps...thanks for trying
Use a Add Operator, Heightfield clip vertical 01 and adjust Clip peaks. This worked on my end using an imported .ter and it will be the same for Heightfield (generate).
Quote from: AP on October 03, 2016, 06:12:38 PM
Use a Add Operator, Heightfield clip vertical 01 and adjust Clip peaks. This worked on my end using an imported .ter and it will be the same for Heightfield (generate).
I've used that and it's handy but it's not very area specific which is I think is what N-drju is after...there's no way I know of to mask an operator.
Quote
I've used that and it's handy but it's not very area specific which is I think is what N-drju is after...there's no way I know of to mask an operator.
Bobbystahr is right. I need to flat out just a small portion of the power fractal terrain, not the entire planet... Any way to do this?
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I just realized that I can probably just use a strata and outcrops shader to make the terrain completely flat at any altitude and mask it with SSS. I need to check if this is a valid option... I still would like to have my question answered nonetheless. :P
A similar question has been asked before, I remember, and I don't understand why an SSS won't work for local flattening. Attach it to the mask input of a surface shader, then check smoothing and the area drops to zero, then raise it again to the desired height by the offset displacement.
Quote from: N-drju on October 04, 2016, 01:49:12 AM
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I still would like to have my question answered nonetheless. :P[/font][/size]
here y go...apply this principle to your scene
Quote from: Dune on October 04, 2016, 02:47:40 AM
A similar question has been asked before, I remember, and I don't understand why an SSS won't work for local flattening. Attach it to the mask input of a surface shader, then check smoothing and the area drops to zero, then raise it again to the desired height by the offset displacement.
In all honesty I'd never tried this technique before as I tend to not use surface shaders in the Terrain area of the nodes, really gotta unlimit myself more.
Bobby, Ulco, that was exactly what I needed. Thank you for sharing your knowledge! :)
Quote from: N-drju on October 04, 2016, 03:55:00 PM
Bobby, Ulco, that was exactly what I needed. Thank you for sharing your knowledge! :)
you're welcome ...that's what forums are for and how we all learn...happy that worked for you.