does a powerfractal mean that things are made not round but broken (fractal) ?

Started by kasalin, April 29, 2010, 01:46:28 PM

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kasalin

can one generally say:

a powerfractal makes things broken (fractal) ???????

Henry Blewer

Depending on how much displacement is used, it can make things look really weird. Use the measure tool at the top of the preview window. This will give you a size for the area/object you are applying the power fractal to. Then you can enter the scale info and displacement numbers so they don't 'explode' things.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

nikita

I think the fractals in TG2 are all smooth - which makes sense, as you usually don't want discontinuous surfaces.
If you want relatively hard edges, you can use a smooth step scalar after the power fractal:

<terragen_clip>
<power_fractal_shader_v3
name = "Fractal terrain 01"
gui_use_node_pos = "1"
gui_node_pos = "-880 1580 0"
gui_group = "Terrain"
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
seed = "54651"
feature_scale = "5000"
lead-in_scale = "25000"
smallest_scale = "0.1"
noise_octaves = "20"
apply_high_colour = "1"
high_colour = "1 1 1"
apply_low_colour = "1"
low_colour = "0 0 0"
colour_contrast = "0.5"
colour_offset = "0"
colour_roughness = "5"
clamp_high_colour = "1"
clamp_low_colour = "1"
apply_displacement = "0"
displacement_direction = "1"
displacement_amplitude = "2000"
displacement_offset = "0"
displacement_roughness = "0.875"
displacement_spike_limit = "0.25"
continue_spike_limit = "1"
adjust_coastline = "0"
coastline_altitude = "0"
coastline_smoothing = "30"
noise_flavour = "3"
noise_variation = "2"
variation_method = "2"
buoyancy_from_variation = "0.5"
clumping_of_variation = "0.25"
noise_stretch_XYZ = "1 1 1"
distort_by_normal = "0"
distortion_by_normal = "5"
lead-in_warp_effect = "1"
lead-in_warp_amount = "0.75"
less_warp_at_feature_scale = "1"
allow_vertical_warp = "0"
blend_by_shader = "0"
blending_shader = ""
fit_blendshader_to_this = "0"
invert_blendshader = "0"
>
</power_fractal_shader_v3>
<smooth_step_scalar
name = "Smooth step scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-700 1460 0"
gui_group = ""
enable = "1"
input_node = "Fractal terrain 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
step_start = "Constant scalar 01"
step_end = "Add scalar 01"
>
</smooth_step_scalar>
<constant_scalar
name = "Constant scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-680 1580 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
scalar = "0.7"
>
</constant_scalar>
<constant_scalar
name = "Constant scalar 01_1"
gui_use_node_pos = "1"
gui_node_pos = "-480 1580 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
scalar = "0.001"
>
</constant_scalar>
<add_scalar
name = "Add scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-540 1520 0"
gui_group = ""
enable = "1"
input_node = "Constant scalar 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
input_2 = "Constant scalar 01_1"
>
</add_scalar>
</terragen_clip>

kasalin

ah, thanks .... so I have learned that there is a measure tool ..... cooooooooool tool !!

Henry Blewer

http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T