Fake stones crash Atmosphere

Started by Miingno, June 24, 2008, 02:32:11 AM

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Miingno

I searched all over, but didn't find anyone with this problem so far.

I encounter a strange behavior of the atmosphere if I use some settings with fake stones.

For this image I used one fake stone shader with only one power fractal shader applied to it.


If I add a second power fractal shader to the same fake stone shader, the atmosphere totally acts strange.
So here, one fake stone shader with two power fractal shaders.


But that's not all..
I then tried to add a second fake stone shader to the first picture, so two fake stone shaders with each one power fractal shader.
This results in less atmosphere crashing, but the whole planet "lost the light"!


And just what happens if I use two fake stone shaders with each two power fractal shaders...


I used the same light and atmosphere settings for all images, but the results are totally different each time as you can see.

Anyone may had this happening too or knows what I could do that this doesn't happen?
Thanks in advance!

Oshyan

You seem to be fairly close to the ground - might these be related to being inside a displacement from a Fake Stone somewhere? Try raising the camera and see if it continues.

- Oshyan

Miingno

I know, it looks quiet close. But the camera isn't inside any rock.

I lifted it up a bit to likely 20m Vheight and still, no light on the ground:

Tangled-Universe

I'm sorry, but I don't know a solution for this.
Since I'm also having these problems from time to time I'd like to know the reason for it and the solution as well if there is one right now :)

Martin

jo

Hi,

This may be off the mark, but I think I saw something just like this which was related to really small displacement scales somewhere? Does that ring any bells Oshyan?

Regards,

Jo



Tangled-Universe

Quote from: jo on June 24, 2008, 08:27:20 AM
Hi,

This may be off the mark, but I think I saw something just like this which was related to really small displacement scales somewhere? Does that ring any bells Oshyan?

Regards,

Jo


Well, it at least rings my bell. Some time ago (really some time) this was also reported and if I remember correctly this was due to very small displacement scales indeed. This is supposed to be fixed in the current release and if I'm not mistaken even TP2. (think that report was in the TP1-era)

old_blaggard

This really looks to be a small-scale displacement issue.  I would go through shader by shader to make sure you haven't got any shaders with scale smaller than .01 and displacement enabled.
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Miingno

Thanks for all the hints!

I searched and found this older post:
http://forums.planetside.co.uk/index.php?topic=2187.0

So I checked the settings again.. Had the "Smallest scale" set to 0.003 which caused that.
But on purpose out of a tutorial! Too bad that I cannot find the link right now :/

but it now seams to work ^^


Of course, I'll try to post the result once I'm done =3

Miingno

Just found the link to the tutorial again which I used as reference.
http://www.martin-brunker.de/tutorials/ger_tutorial3.htm

It's in German only. But because terragen is English only, it makes no difference in understanding imo.

Seth

i had the same problem with fake stones if i put a size like 0.001... no light on the ground...
i didn't try since i downloaded TGTP3 though

rcallicotte

So...what is the smallest fraction we can safely use?  This is good to know.
So this is Disney World.  Can we live here?

Oshyan

I think the problem occurs around the point when you get to triple decimal numbers, i.e. .001 will cause a problem, but .01 won't.

- Oshyan

cyphyr

You could try to just move the camera slightly, dos'nt always work but it may solve your problem.
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rcallicotte

I'm getting good results at .001, where the terrain was nasty black before.  This is good to know.


Quote from: Oshyan on June 27, 2008, 02:33:12 PM
I think the problem occurs around the point when you get to triple decimal numbers, i.e. .001 will cause a problem, but .01 won't.

- Oshyan
So this is Disney World.  Can we live here?

moodflow

I know I am kinda late on the scene, but I think this only happens with the perlin ridges noise type (this is from memory, and I can't test it where I am right now).  I had this problem a long while back and traced it to that noise type on anything with smaller than 0.01.
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