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Thread: Relict project (general & local maps)

  1. #11
    Guild Expert johnvanvliet's Avatar
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    interesting scalloping effect ( looks like a shell layering )
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  2. #12

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    Thanks a lot Waldonrate! That works just perfectly!

    I do have a new question, though . When I save the file as a png surface, it doesn't keep the new altitude/color code, but return to the basic one. Any idea for a save with the same settings? Not a big deal since I'm saving all the textures I want correctly, but curious.

    So, the first tile, redone with the correct altitude set and with some changes in layers.
    R B5 fs.jpg

  3. #13
    Administrator waldronate's Avatar
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    Try using the MDR format. It's the closest thing to Wilbur's native internal format and preserves the edges and exact numeric values of the data. Yes, I am aware that there are standard formats that can do that (I think that the HF2, HFZ, and TER formats in Wilbur might) , but the MDR format was something from long ago that was easy to load and save.

  4. #14

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    By Johnvanvliet
    interesting scalloping effect ( looks like a shell layering )
    Not really intended, but, yeah, the effect along the contour line has something similar I guess.
    I'm not sure about this layer... I like it, but it's a bit strong in some place. I'll see how it looks with the other elements and colors before I change it, though.

    Thanks again Waldronate, I'll try that for the next one .

    And, the two tiles redone with the correct altitude levels. I'm doing the south parts now!
    R B 5e6 fs.jpg

  5. #15
    Administrator waldronate's Avatar
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    I'm not sure of the exact ordering of operations that you're doing here, but I notice a pronounced 8-way (N, NE, E, SE, S, SW, W, NW) direction to your rivers. If you're starting with set of contours and just doing precipiton erosion, might I suggest starting out with noise (about 5% of the overall altitude), basin fill (values other than the default -1 such as 0.1 can give interesting results), and an incise flow (amount=2, exponent=0.25) prior to the precipiton erosion? That sequence will install a set of rivers that are more random than precipiton alone gives.

  6. #16

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    By Waldronate
    If you're starting with set of contours and just doing precipiton erosion
    Good guess, that's exactly what I'm doing . I'm gonna try this immediatly then. The region presently shown is supposed to be a desert, but I'm not completely satisfied with the rivers indeed. I hope it won't need as much time as the erosion process (with my computer, a tile of 3500x4528 is a bit more than 2 hours...).

    Thanks a lot again, I'm pretty sure it's gonna be better.

  7. #17

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    The .mdr save works fine, I just have to setup the shading again, but that works well. Just a question, when you're speaking of the noise, it's in the erosion cycle box (I've found a noise - overall thing) or it's something separate like "percentage noise" set at 5%?

  8. #18
    Administrator waldronate's Avatar
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    By 5%, I just mean to use 5% of the total height of the surface. For example, if your altitude max is 1000, then use 50. This is different than the percentage noise filter, which adds a specified percentage of the each individual altitude value to that point on the surface.

    For the Wilbur shader, you should be able to use File>>Save with type "Lighting Definition File" to save the current shader settings. I haven't tried it for a long time, though, so I don't know if it still works correctly.

  9. #19

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    OK, so I gave it a try on the right tile and obtain this.
    R B6 fs scv2.jpg

    It's kinda better for the coast/rivers and partly the look of the terrain itself, but it's also doing a lot of artifacts (lines or geometric figures, I erased a part). Thoughts?
    Also, I tried the Lighting Definition File, and it doesn't seem to work. But again, minor point since the MDR is working fine enough.

  10. #20
    Administrator waldronate's Avatar
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    It looks like you don't have enough noise before the incise and precipiton. The severe artifacts are caused by the little precipitons running straight down one of the 8 cardinal directions without being pushed to the side by noise.

    Starting with this (range 0 to 700 in 100 element steps):
    0.png

    applying basin fill (-1) plus precipiton erosion (10 passes)
    fill_plus_10.png

    applying absolute magnitude noise (35), basin fill plus precipiton erosion (10 passes)
    noise_fill_plus_10.png

    applying absolute magnitude noise (35), basin fill, incise flow (amount=2, exponent=0.2) plus precipiton erosion (10 passes)
    noise_fill_incise_plus_10.png

    The views with and without incise flow aren't too much different because of how many passes of precipiton erosion I used. Three or four would probably be enough to get good results after the incise flow.

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