Erosion mapping

Started by Dune, March 11, 2015, 12:41:09 PM

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Dune

If you take 2 heightfield shaders, both fed by a heightfield generator (from a fractal or whatever), and one of them with a additional erosion, you can feed the outputs through a set of displacement shader to scalars and subtract these from eachother. Play a little with the settings. Then you have a map of the erosion flowfields, in which you can put snow or rocks.

archonforest

That looks very cool...unfortunately no clue what u are saying  :(
It would be a big deal for u to upload a screenshot if the nodes? Coz like that I can try to learn this nice tech.
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mhaze

This is something I really must explore.  I like number two.

fleetwood

Nice idea and results. I have to try it. I like Terragen's erosion, but still just scratching the surface (I like bad puns too)

mhaze

Works!!!!

Dune

#5
See, it's simple (nothing personal, Mick  ;) ).

Here you go, the basics. The merge shaders act as masks.

archonforest

Thx for the screenshot. Now I will try to understand the method u wrote before.  :)
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mhaze

My method though using the same idea is totally different.  But I think it can be simplified.

bigben

Stop distracting me ;)

This is a version of the input-A merge shader.

A few notes.
* For masks, there's no need to convert scalars to colours
* Every mask needs a colour adjust node (also comes with a clamp 0-1 built in)

In this example to colour adjust node lets you scale the differences in values down to a 1-0 range, eg. to provide a gradation for a 10m difference in displacement, black=0, white=10... tweak the gamma to shift the bias towards black or white, and clamp to 0-1

Dune

I also had a color adjust shader for finer adjustment, but prefer a merge shader instead of a subtract, as you can play with the amount of difference/subtract for interesting effects.

bobbystahr

Brilliant...need more time for testing but music is demanding lately...thanx Dune et al for all the ideas
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

dandelO

#11
An Intersect Underlying, (which could also be positively offset some), with a large enough Patch Size(in a secondary node chain coming off the original terrain), helps with filling erosion channels, works great on the Alpine Fractal. That can then be merged(Raise/Add) with your regular Compute Terrain network, without much added render time at all. Played a lot with that recently for snow build-up and realised it looked very much like eroding the terrain...

*That's with just one terrain node, rather than two. ^^

Dune

Interesting. I realize this is probably all unneccessary work, regarding the upcoming (?) erosion plugin  ;) But nice playing anyway.

choronr

Thanks for these great ideas. Must do some experimenting.

bobbystahr

Quote from: Dune on March 12, 2015, 11:47:29 AM
Interesting. I realize this is probably all unneccessary work, regarding the upcoming (?) erosion plugin  ;) But nice playing anyway.

always good to have new tools/techniques in the tool box...that is what this forum excels in supplying.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist