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General => Terragen Discussion => Topic started by: CCC on February 25, 2010, 06:03:40 PM

Title: Erosion Ops Presets
Post by: CCC on February 25, 2010, 06:03:40 PM
Has been uploaded at the NWDA Community Store.

Fourteen different variations of erosion adding additional realism to any heightfield or fractal flavour.


Note: Computing power is dependent on the size/processing time for each heightfield erode.


http://store.nwdanet.com/terragen2store/6-terragen-2-presets/10-functions/61-erosion-ops-presets.html (http://store.nwdanet.com/terragen2store/6-terragen-2-presets/10-functions/61-erosion-ops-presets.html)

Title: Re: Erosion Ops Presets
Post by: FrankB on February 26, 2010, 02:42:40 AM
that's truly a great addition to the NWDA preset collection - well done :)

Regards,
Frank
Title: Re: Erosion Ops Presets
Post by: CCC on February 26, 2010, 02:54:10 AM
Thank you.
Title: Re: Erosion Ops Presets
Post by: Hannes on February 27, 2010, 02:15:34 AM
That looks really beautiful. I just purchased the presets.
Maybe I'm blind, but where do I connect them to my terrain nodes? :-[
Title: Re: Erosion Ops Presets
Post by: CCC on February 27, 2010, 03:33:31 AM
You want to plug the heightfield erode as seen here.    
Title: Re: Erosion Ops Presets
Post by: CCC on February 27, 2010, 03:40:43 AM
However if you want to generate your heightfield from any other shader such as a power fractal for example it will look like this along with the heightfield erode.
Title: Re: Erosion Ops Presets
Post by: Hannes on February 27, 2010, 03:50:10 AM
Thanks for the explanation, but how do I add the presets to an existing heightfield load?
Title: Re: Erosion Ops Presets
Post by: CCC on February 27, 2010, 05:27:41 AM
Since they are clip files just go to the file tab, insert clip file. Once the clip file shows up in your nodes window just connect the imported node according to what is shown in the example images i had posted.
Title: Re: Erosion Ops Presets
Post by: Hannes on February 27, 2010, 05:56:45 AM
Thanks again. Yes, I know how to insert clip files, but it wasn't so easy to plug it into the right place.
I finally got it working now (btw, the idea of hitting the "erode" button helped a lot  :-[)

Is it right that everything outside the heightfield area of your clip file remains flat? Let's say you have a heightfield load with an imported terrain. You insert your clip file and use the heightfield load shader in the "use shader" tab of the heightfield generate tab of your file. Inside the erosion heightfield the terrain remains. Everything else is flat. Is there a way to enlarge the area your erosion takes place? I thought of a transform shader, but I don't know where to apply it.

A lot of questions! Sorry, but this node stuff is really weird (at least for me!).
Title: Re: Erosion Ops Presets
Post by: CCC on February 27, 2010, 06:17:27 PM
Yes, i should have attached instructions on how to use these features. This is my first time directly selling anything on-line so i am still very new to all of this.

When you generate a heightfield using the heighfield generate it will remain flat outside the given area, however you can increase the size and cover more ground, however the larger the heightfield erode the longer it will take to process. The size of the heightfield area always remains the same size of the heightfield erode. To increase the size see here:

Title: Re: Erosion Ops Presets
Post by: Matt on February 27, 2010, 07:41:30 PM
Hannes,

The Heightfield Erode V3 node operates on any kind of heightfield data, whether it is loaded or generated. You don't need to use Heightfield Generate if you just want to erode a loaded heightfield. You can plug your heightfield load node directly into the erosion operator. However, this does mean that your eroded heightfield will have the same dimensions and resolution as your original heightfield, and if you wanted to erode a larger area of landscape you'd need to generate a larger heightfield from your shaders.

Matt
Title: Re: Erosion Ops Presets
Post by: CCC on February 27, 2010, 07:52:16 PM
Matt seems to have the better explanation here.    ;D
Title: Re: Erosion Ops Presets
Post by: Hannes on February 27, 2010, 11:20:46 PM
Thanks guys, I'll play with it tomorrow. Always good to learn something new!
Title: Re: Erosion Ops Presets
Post by: Dune on February 28, 2010, 02:55:50 AM
QuoteYou can plug your heightfield load node directly into the erosion operator.

@Matt: This won't work for imported TIFF's though, am I right? Just TER's. Unfortunately... or did I miss something?

---Dune
Title: Re: Erosion Ops Presets
Post by: Hannes on February 28, 2010, 11:24:58 AM
Thanks again, AL33!
Thank you Matt!!!!! Perfect! Works like a charm!
Title: Re: Erosion Ops Presets
Post by: CCC on February 28, 2010, 11:48:39 PM
You can use a TIFF as your heightfield as long as you use the "use shader" instead of the regular default heighfield. Use a image map or default shader for a TIFF and have any of those shaders run through a displacement shader of course. Make sure the TIFF is 16bit or you could have stair stepping distortions here and there.
Title: Re: Erosion Ops Presets
Post by: Matt on March 01, 2010, 02:30:38 AM
Dune, it makes no difference where the heightfield comes from. A heightfield node is a heightfield node as far as the heightfield operators are concerned.
Title: Re: Erosion Ops Presets
Post by: Dune on March 01, 2010, 03:20:08 AM
Thanks, guys. Now that you write it down, it dawns to me that it's logical. I should have known.

---Dune
Title: Re: Erosion Ops Presets
Post by: CCC on March 01, 2010, 03:47:35 AM
Yes, what he said.   
Title: Re: Erosion Ops Presets
Post by: Zairyn Arsyn on November 21, 2014, 12:55:00 AM
This could be useful for me now.

any chance of these presets being available on the new nwda store?
Title: Re: Erosion Ops Presets
Post by: bobbystahr on November 22, 2014, 12:36:27 PM
Quote from: Zlain three nine on November 21, 2014, 12:55:00 AM
This could be useful for me now.

any chance of these presets being available on the new nwda store?

What he said.