Canyon

Started by Viktim, July 11, 2011, 03:08:24 PM

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Viktim

I just sent you a mail with .tgd

Tangled-Universe

Thanks.

In your situation the smoothing has quite an effect because you have very steep features on your terrain.
I'll explain briefly why in many cases it is beneficial to use smoothing in the surface layer which acts as a base for fake stones:

Smoothing effect makes the surface layer follow the smoothed normals provided by the last compute terrain node which precedes your surface layer.
If you incorporate a fake stone the "normal" way, like the 5 or 6 you had in one column, they would automatically incorporate the displacements which happen before those shaders.
Having fake stones shaders as child layers of a smoothed surface layers allows the fake stones shaders to "start with a clean sheet". In other words, you can texture and displace them separately from the terrain.

The steep features change faster than the patch size (determined by compute terrain) of your terrain and thus the smoothing smooths out large chunks.
Luckily, in your case it doesn't matter too much since your stones are pretty simple.

In any case I'd always use the merge method I described you, with or without smoothing then.
If you don't merge this way then stones will exist on other stones.
Unless you like that effect of course :)

Cheers,
Martin

Viktim

Thank you very much for the explanation! i was just about to ask you what the advantage is with doing it this way, because i thought you could archive the exact same result by doing it "the ordinary way", but now i understand what you mean.

thanks again.

AP

Quote from: njeneb on July 13, 2011, 10:44:53 PM
I think Ryan did something like the method I described here http://forums.planetside.co.uk/index.php?topic=11963.0

FrankB did this one, which from a discussion gave me my method http://nwda.deviantart.com/art/Rock-wall-22b-153286594

You can't really tell from my Fortress Rock images, the camera is too far away.

I looked at those images and i see little evidence of thermal erosion. However, i may be missing the obvious here, otherwise it may be best to try and fake it in something like geocontrol. The idea i gather is to smooth out segments of the slope but at the same time fan the sediment outward as it travels downward of the slope and as it builds up it creates talus piles.

Henry Blewer

Talus piles. I always thought of these as the result of hard rain. Back to the drawing board.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

AP

Quote from: njeneb on July 16, 2011, 02:54:03 AM
Talus piles. I always thought of these as the result of hard rain. Back to the drawing board.

It depends really. Erosion is a complex process. There is a lot involved with erosion which is why it is so bloody hard to create with anything close to being realistic. There are layers of reactions going on with the terrain. Third party height field applications are still best for these effects. Erosion is not simply fluvial channels but there is so much more happening there. I think if you did want to do it procedurally, at least in a faked manner the alpine fractal with heavy disposition would work but have a lot of fake stones build up along the base of the dispositions where the slope is smoother. I am sure the alpine fractal can be cut off at there peaks and strata/outcrops shaders can be added. It might look more convincing in this case even though the alpine shader is slower, however i think the results could look more real if done well.

AP

In fact, the Dolimites are a good example of how much is going on with such a dynamic mountain range such as them.

neon22

IMHO GeoControl2 does quite excellent Erosions...
You might like to consider it.

AP

Quote from: neon22 on July 17, 2011, 05:50:56 AM
IMHO GeoControl2 does quite excellent Erosions...
You might like to consider it.

I tend to agree, particularly if folks are after that certain aspect of geology. It does very well with sediment carry out although i heard that the software's developer was going to work on an actual thermal erosion filter, the real deal but who knows...

Henry Blewer

I've been playing with my idea for creating the erosion flows. Merging does not seem to work. So, the next trail will be some sort of masking.

Using merge does make some very strange looking landscapes. Selecting 'difference' in the color control and merge by highest makes some very 1960 looking lunar mountains. I used a ridged mix power fractal for the first input and billows for the second. Try scales about the same as a fractal terrain power fractal has. The minimum scale needs to be quite high. Otherwise everything turns too spikey looking.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

AP

Could use just use terragen's erosion operator? I wonder if that would be a slightly easier solution.


Found a thread with some examples of it's multi use.

http://forums.planetside.co.uk/index.php?topic=8741.15

Henry Blewer

I am going to try it out with the Davidson's Butte scene. It needs some work... Populations are attempting to steal the camera's limelight. It will be a nice experiment while I am working.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T