Want to make canyons

Started by Amenbrick, March 25, 2010, 05:28:19 am

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Amenbrick

Hi, I'm a very inexperienced user (can do basice dirt and snow landscapes) who is involved in a project to make a planet that is mostly flat and where people live in extensive connected fertile canyons or 'cracks'.  

I tried to make a canyon, but it ended up as a very straight trench, which was too unnatural.

Any tips?

Edit; oh I am on the Free version.

Tangled-Universe

Welcome to the forums :)

To create extensive connected canyons I'd suggest to start with this shader:

http://forums.planetside.co.uk/index.php?topic=6432.0

This shader creates cracks which also don't look too straight.
"Simply" increase the scales to your taste (I'd make them around 2-3 kilometer-scale at least If I understand your idea correctly). Don't forget to scale the displacements, set in the 2 surface layers, accordingly.
You now have huge cracks which you can use as a base for the canyon.

To add detail to the walls you can use a redirect shader (under displacement shaders) to displace the vertical walls.
Attach a powerfractal to the X and Z port of the redirect shader and play with the scales. In general a nice start is to have the displacement factor half the size of your feature scale.

This should get you started I think :)
I'd like to see how this works out for you. If you need any help then let me know. I've made a couple of canyons myself too.

Cheers,
Martin

Amenbrick

 :D Thanks for quick reply.  Off to do.

Amenbrick

Did this in the meantime.  Wouldn't mind a river at the bottom, but I find the lake a bit cumbersome.  I suppose I;ll have to work on it.  This is from a Volker terrain (coloured by me).

Amenbrick

Struggling to find the scale increasers.   Getting some very spiky results.   The mystery would disappear with the rule book, I know, but if anyone could help me out here, you'd have my warm thanks.

Tangled-Universe

I'll prepare you an example...hold on...

Tangled-Universe

Something in this direction?

Henry Blewer

Make the spike and roughness of the displacement tab of the power fractals very small. This will help the spikiness.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Tangled-Universe

Quote from: njeneb on March 25, 2010, 04:57:32 pm
Make the spike and roughness of the displacement tab of the power fractals very small. This will help the spikiness.


Ghehe, well thanks Henry :) but that's not the issue here. He's trying to find a principle to create his idea, which I offered. Technical details etc. are up to himself :)

Amenbrick

March 26, 2010, 05:29:36 am #9 Last Edit: March 26, 2010, 05:31:43 am by Amenbrick
Quote from: Tangled-Universe on March 25, 2010, 04:51:53 pm
Something in this direction?


That's awesome.   Something like that but with the canyons a bit more connected.  

Tangled-Universe

Here's the .tgd, it contains some explanation on the most important stuff.

http://forums.planetside.co.uk/index.php?topic=4484.msg98454#msg98454

Martin

Amenbrick

Quote from: Tangled-Universe on March 26, 2010, 05:36:58 am
Here's the .tgd, it contains some explanation on the most important stuff.

http://forums.planetside.co.uk/index.php?topic=4484.msg98454#msg98454

Martin


Bless you and all who sail in you.  ;D

Henry Blewer

Isn't that a quote about the Bucket woman? (Keeping Up Appearances)
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Amenbrick

Bugger, that's my secret out.

Henry Blewer

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