Quote from: AP on May 25, 2018, 08:35:53 AM
There was a few attempts using the Procedural erosion shader to blend into the Alpine fractal shader, however it never looked right. It could have been the scaling was wrong or the blending and perhaps other unknown problem areas. The Procedural erosion shader could be masked off by a series of Painted shaders which allows the custom placement for the mountain ranges, however this was never attempted for an entire planet. This also could also be used for the more flat lower elevation terrains outside of the non-painted masks. Large-scale stretched and warped noises can be used as well as another alternative option.
It still leaves the need for river drainage networks. From a planet point of view perhaps the rivers and large bodies of water could be painted and or Simple shape shaders can be manually placed. This is possible and having done this was somewhat difficult. The problem is that the 3D Preview could use some updating for more clear definition providing a more easy way to see where the masked shaders are for the manual placements. An Equirectangular projection layout view would make it significantly more easy because then the entire planet can be viewed and edited.
You could procedurally create masks that follow flows of PFs and such at large scale with disp to scalar. Take a look at the file I submitted here and how Alpine mountains follow continental rises. Couple that with large falloff painted shader or even SSS shaders at correct hemispheres for types of erosions again, canyns, Alpine, smooth volcanics etc etc. The amount of masks would be crazy though for all the variations
As a note, I am now using Daniil's Procedural Erosion Shader on the orbital details files to try and see if we can't get some river sim and galcial flows. Though, as I expected, on a orbital scale, Terragen Freezes with any input to anything within TG while Daniil's plugin recovers. Not sure what it is actually, because even with a RAM limit of 4G, TG is only using 512mb, and only 53% CPU, but is frozen at this moment. Took a screenshot, RAM grew a bit, but still waiting on it to rename a shader (notice TG can't even render the node network tree)... This sin't a issue at surface scales.
In fact it seems the plugin simply breaks the node network tree. If I made a shader, nothing appears.... I have to go to "View -> Node Network" or hit F5 to refresh it... The render settings window doesn't work and I have to hot key to render without being able to change settings. Yeah orbital scales not recommended unless you're on a beefy machine. Definitely not within min spec.
Update: Did a test render, to see what the erosion looked like, and it doesn't look half bad, though I forgot to swap the snow mask with the flow map. As I expected it doubles render times.