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General => File Sharing => Terrains => Topic started by: cyphyr on September 04, 2009, 12:30:54 am

Title: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: cyphyr on September 04, 2009, 12:30:54 am
Here's the setup for The Undiscovered Country ~ Cliff and canyon setup, enjoy.
Richard
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: aymenk2003 on September 04, 2009, 01:13:58 am
wonderful strata ...
btw I didn't understand any of these nodes...
thanks for sharing ...

NKAID...
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Henry Blewer on September 04, 2009, 01:49:44 am
Hi Richard,
I took a look at your set up. Some of your smallest scales were larger than the lead in scale. So I changed these settings and hit random on a couple power fractals. I am rendering a small 'finished' image now, and I will post the image and the tgd file here, if you do not mind. Thanks for sharing this. I liked the look of the strata when I did a quick 800 x 600 render.

I only changed the Terrain Tabs nodes. I left the color/shader section alone.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Henry Blewer on September 04, 2009, 02:22:46 am
Here's my altered tgd.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: littlecannon on September 04, 2009, 04:01:59 am
Wow Richard, you're spoiling us with your generosity. Thanks very much, I'm sure to learn something here.
Cheers, Simon.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Seth on September 04, 2009, 11:35:01 am
Why the 2 "compute terrain" nodes following each others, just before your shaders, are here for ?
I think it's useless and adds a lot of render time. But I maybe wrong so I suggest you to try with only one of them and check the difference between the 2 renders...
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: rcallicotte on September 04, 2009, 12:27:51 pm
Cool, Cyphyr.  Thank you.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: cyphyr on September 04, 2009, 12:37:38 pm
Quote from: Seth on September 04, 2009, 11:35:01 am
Why the 2 "compute terrain" nodes following each others, just before your shaders, are here for ?
I think it's useless and adds a lot of render time. But I maybe wrong so I suggest you to try with only one of them and check the difference between the 2 renders...

Well spotted
Unfortunately it is necessary :( I think ?? (it was 5am lol)
The first node has smooth surface enabled and the second dose not. This removed some (but not all) of the holes and strangeness in the canyon walls. Extreme displacements seem to require extreme work arounds ...
Please see if you can get some better results and post your solution back here :)

Quote from: njeneb on September 04, 2009, 01:49:44 am
Some of your smallest scales were larger than the lead in scale.

This seems to happen quite by accident, I was aiming to match the"smallest" and "lead in" scales , 1:1 or 10:10 etc giving an octave of 1. Terragen seems to not like this too much and tries to modify the numbers a little. I'm not too sure it makes that much difference. I wanted a displacement with an octave of 1 as this would still provide some variety but will avoid sudden changes in amplitude causing "exploding" errors in the image ...

Richard
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Seth on September 04, 2009, 12:43:29 pm
I might try if i can get some free time to do some testing.
but i am rendering right now...
i may be able to do some test renders tomorrow night (maybe).
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Henry Blewer on September 04, 2009, 03:54:39 pm
When I changed the lead in scales, this seems to have fixed the exploding episodes. The rest seems to work fine.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: pfrancke on September 04, 2009, 08:31:35 pm
Cyphyr, thanks.  I've got two cuts of TG open.  Your tgd is open in one.  In the other, I'm rebuilding it a step at a time and playing with values as I go, and I'm learning a lot.  I appreciate very much your sharing!!
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Tangled-Universe on September 30, 2009, 04:34:01 am
Quote from: cyphyr on September 04, 2009, 12:37:38 pm
Quote from: Seth on September 04, 2009, 11:35:01 am
Why the 2 "compute terrain" nodes following each others, just before your shaders, are here for ?
I think it's useless and adds a lot of render time. But I maybe wrong so I suggest you to try with only one of them and check the difference between the 2 renders...

Well spotted
Unfortunately it is necessary :( I think ?? (it was 5am lol)
The first node has smooth surface enabled and the second dose not. This removed some (but not all) of the holes and strangeness in the canyon walls. Extreme displacements seem to require extreme work arounds ...
Please see if you can get some better results and post your solution back here :)


I think it isn't necessary. You either use smooth normals with a small patch size or don't use smooth normals with a bigger patch size. It will require a bit of fiddling, but it shouldn't be necessary I think.

Great work on setting this up by the way. It's nicely organized and easily understandable.

Cheers,
Martin
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: inkydigit on September 30, 2009, 07:00:04 am
I will enjoy this cheers!
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: RichTwo on September 30, 2009, 03:10:01 pm
From one Richard to another -

Genius!  Lots of planning went into this, I can tell.  Thanks so much for sharing!
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: gepisar on November 10, 2019, 02:18:22 pm
HI! I grant this post is OLD!!
I was learning from it - and attempted to add in a water layer and to make it look nice, i wanted to add a thin green layer just about the water surface to look like algae or something. But, when i added shaders, limited the height (+/- 2m from the water surface) I found that the green layer actually tracked the layer warps. Rather than the altitude limits being absolute, they seemed to follow the warps.

I wondered, in this set up, how i might apply a narrow band shader that was effectively flat.
Churz!
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Dune on November 11, 2019, 02:39:38 am
You can do two things; either set the altitude key to final position, or add a tex coordinates from XYZ shader before the surfaces shader intended. In the latter case you can leave the altitude key as it was.

Btw. I don't know how fast your machine is, but two compute terrains is making it very slow to render. Maybe the impact of either isn't that big, so you might test that.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: cyphyr on November 11, 2019, 02:25:08 pm
Sorry not to reply earlier, only saw this on the train this morning.
As Dune says I would add the XYZ shader after the last node and before your new nodes.
You can then set your height as required and it will be constant.

You could probably get rid of one of the Compute terrain nodes with a little tweaking. I can't remember why I put two in there.
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: gepisar on November 11, 2019, 09:34:22 pm
Dune, cyphyr
Just a quick note to say "thanks!".That was exactly what i was looking for!
And removing the second compute node did speed things up - a lot.(This was addressed previously in this thread re "holes" or geometry or something.)
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: Agura Nata on January 27, 2020, 07:01:24 am
Great stuff to make fantasy world, thanks a lot!
Title: Re: The Undiscovered Country ~ Cliff and Canyon Setup TGD
Post by: bobbystahr on January 29, 2020, 06:11:50 pm
Quote from: cyphyr on September 04, 2009, 12:30:54 amHere's the setup for The Undiscovered Country ~ Cliff and canyon setup, enjoy.
Richard
Having a play around with this atm...will post results tomorrow