FRACTAL TERRAINS: Part 1,
Creating the Planet
Important
Any number of erosional combinations can be used for almost endless possibilities.
INTRODUCTION:
Fractal terrain's Incise Flow feature includes four settings; Blur, Amount, Flow Exponent and Effect Blend. You will probably be familiar with what each of these by the end of this tutorial but I will give a brief explanation in layman's terms.
Blur; controls the width of the incise or the pre-effect blur, higher being wider
Amount; relative depth of the incise, higher being deeper
Flow Exponent; severity of the incise, lower being more severe
Effect Blend; how much the effect blends into the terrain. Higher = more evident.
I have attempted to show all application tasks in an ordered format for the sake of comprehension. Number of settings will vary depending on action and will be shown in the order that they appear on the screen. These task sequences will be in red on a white background and usually, but not always, set apart from blocks of text.
This is a general example:
Name of Action: Selection (Value/Range), Feather (Value), Menu Name >> Menu Path >> Setting (Value)
For this planet, called Israh, I am going to do something unusual to give the effect that ocean levels have fallen drastically due to a severe ice age. I will achieve this by raising the sea level and re-apply continental shelves in the planet settings before I begin any erosion in Fractal Terrains. This is not something you would have to do on your average planet, but then, what is an average planet? Later, when the sea level is dropped there will be more of an oceanic or continental shelf look to what will be the coastal region and lowlands, while the highlands will have apparent effects of wind and rain erosion which occurred long before the current age of perpetual cooling set in.
My methods are experimental and satisfactory results can likely be reached in a more efficient manner. But experimenting is learning. One thing is for certain; if you weren't familiar with Wilbur or Photoshop prior to this tutorial, you probably will be afterward. This is a fairly long process so take your time and experiment as you follow along. Your settings don't have to match those of the tutorial exactly but hopefully they will help guide through this creative process. I apologize ahead of time if I failed to make things as clear as I wanted to.
Important
The primary reason that I do most of the aggressive erosion in Fractal Terrains rather than Wilbur, is that it allows for greater continuity between maps when output at different scales later-on.
CREATING THE PLANET:
Fractal Terrains will automatically create a random planet for you upon opening the program. You will want to adjust the settings according to your preferences and hit apply. You can adjust the Random Seed field to keep regenerating random worlds within your desired parameters. Your planet may not look exactly like mine as I may have changed my settings slightly after I captured these.
Settings:
This looks good to me...
Generated Planet
Once you have the planet looking how you want it, Save the Fractal Terrains file with the desired name. You do not really want to have to repeat these steps again if necessary so try and remember to save fairly frequently along the way, just in case. It also doesn't hurt to save out a separate backup copy of the file on occasion as well.
Take a moment to refer to:
Tutorial for Cartographer’s Guild for more information on preferred planet settings and guidance on realistic continental forms. This particular planet will be mostly a single landmass so I won't worry too much about mountain placement in relation to the continental landmass.
Important
Israh is the smaller of two planets in a dual planet system with a circumference of just under 26,000km.
All erosional processes in Fractal Terrains are either done by hand with the Paint Lower>> Prescale Land Offset tool or the Incise Flow action which you will be using quite a bit. The key is to layer and overlap incises as they might appear in nature. This tutorial is not based on scientific research but is rather an interpretation base on the general rule that at lower altitudes you probably have wide smooth incises and as altitude increases valleys will steepen and get deeper.
Raise sea level 2000 meters, Tools >> Global Raise >> Water Level >> 2000m
Fill Basins: Select all, Tools >> Actions >> Fill Basins in Offset
Planet settings >> Secondary (tab) >> Continental Shelves = 300m >> Apply (button)
Incise Flow: Select all, 8 / 1 / 0.5 / 1