Thanks , I was now passing to make the climates , I remember You said I can do a climate overlay based on a different setting to not have stripes lines , but I cant find that feature , where I do find it?
When the system does the incise flow operation, it computes the result in a temporary surface and the blends that effect back into the main surface. Effect Blend specifies how strongly that blend occurs (0 means no effect, 1 means full effect, 2 means 2 times the effect, 3 means three times the effect, and so on). Setting an effect larger than 1 will carve channels below sea level, a decidedly unrealistic effect. The Amount field has a similar effect, but it won't let the incise operation go below sea level (where the altitude is 0). Setting the Effect Blend to 0.8 lets 80% of the erosion result through.
Exponent controls how much of the flow map affects the final result. The flow map is a function of the number of pixels upstream of the current pixel. It's an ugly exponential result. The exponent allows you to control the relative intensity of the mouth of the river to the highest upstream element.
Thanks , I was now passing to make the climates , I remember You said I can do a climate overlay based on a different setting to not have stripes lines , but I cant find that feature , where I do find it?
Also is there a way to "smooth" the borders of rivers that are too much cutted inside a mountain ? I applied the incision flow and got good results on some areas but on high mountains they cutted too much in rivers and now look more like a reticle labirynth , is there some filters or tricks ot apply to make those mountains back to better normalization but preserve the other areas ?
FT has three climate shaders: all are based on a table with average annual rainfall on one axis and average annual temperature on the other. The Climate shader (Map>>Show Climate) uses the results of the table lookup to select a solid color. The Textured Climate shader (Map>>Show Textured Climate) uses the results of the table lookup to select a tiled image. Finally, the Image Climate shader (Map>>Show Image Climate) uses a color image directly as the color lookup without consulting an intermediate table.
Do you have an example image? And preferably another that shows a similar area without the effects that are troubling you.
It's possible that Wilbur's Filter>>Morphological>>Dilate and Filter>>Morphological>>Erode might be of some use here. A median filter might also be helpful, but there isn't one in Wilbur. And finally, there's a process involving selecting the slopes and blurring that might help.
Here the image , same filtering applied , but on one looks all good , the other, the massive mountain block liiks bad couse eroded too much into the mountians .
1.jpg
Also is there a way to ,if I select a valley with the mountain , make so that the mountains get higher and the valley lower?
Try this (animated GIF, 5 seconds per frame, so keep watching):
Untitled-1.gif
You'll probably need to select the mountainous areas first and feather that selection before doing the dilate/erode steps and it's likely that you'll need a value greater than 2 to close up those valleys.
Last edited by waldronate; 08-09-2014 at 08:51 PM.
I can find the Show climate and show image climate but I can't find show textured climate in the menu pop up window, perhaps you mean Gaia? In wich case I dunno where going to Alterate it?