Page 1 of 2 12 LastLast
Results 1 to 10 of 17

Thread: [Award Winner] Fun with Wilbur, Volume 1

  1. #1
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,606

    Tutorial [Award Winner] Fun with Wilbur, Volume 1

    I was fiddling around a bit today and ended up with yet another forgettable terrain section like the one shown below.
    http://www.ridgenet.net/~jslayton/Fu...ol1/index.html tells you how to make one like it in Wilbur.
    Attached Images Attached Images

  2. #2

    Default

    Wow!

    Thanks a lot for that. I have been playing with the erosion in Wilbur and was not happy with the geometric artifacts (straight lines) generated in the basin regions. Adding the noise was the missing step I needed!

    -Rob A>

  3. #3
    Guild Artisan su_liam's Avatar
    Join Date
    Aug 2007
    Location
    Port Alberta, Regina(IRL: Eugene, OR)
    Posts
    798

    Default

    That's looking like a place. Real nice.

  4. #4
    Guild Artisan su_liam's Avatar
    Join Date
    Aug 2007
    Location
    Port Alberta, Regina(IRL: Eugene, OR)
    Posts
    798

    Default

    How would that work just adding a little high-frequency low amplitude perlin instead of uncorrelated noise to break up the flat basins? Would that be worthwhile?

  5. #5
    Community Leader NeonKnight's Avatar
    Join Date
    Aug 2007
    Location
    Surrey, Canada, EH!
    Posts
    5,051

    Post

    What I would REALLY like to see is a good:

    FRACTAL TERRAINS to WILBUR and BACK tutorial.

    I've played with the Erosion in Wilbur, and I don't know, it almost seems like it does more in Wilbur than it does in FT.
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

  6. #6
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,606

    Post

    Quote Originally Posted by su_liam View Post
    How would that work just adding a little high-frequency low amplitude perlin instead of uncorrelated noise to break up the flat basins? Would that be worthwhile?
    It should work just as well with one of the other noises as with the uncorrelated noise. The problem with relatively large basins will remain unless you use a noise of such high frequency that it's pretty much uncorrelated.

    The primary reason to use the uncorrelated noise is that the basins are 1 pixel wide and so will not result in flat areas with straight erosion artifacts. The negative part of using the very high frequency noise is that the river tend to have a very high curvature, which sets a lower limit on plausible size of the map.

  7. #7
    Guild Adept loogie's Avatar
    Join Date
    Mar 2008
    Location
    Strathroy, ON
    Posts
    371

    Post

    nice post.... i'm playing around with it and working on my DEM i made for editing in arcgis... (bryce and my past efforts have been lacking, especially in erosion)
    Photoshop, CC3, ArcGIS, Bryce, Illustrator, Maptool

  8. #8
    Guild Artisan su_liam's Avatar
    Join Date
    Aug 2007
    Location
    Port Alberta, Regina(IRL: Eugene, OR)
    Posts
    798

    Default

    I see what you're saying there Waldron. Strangely, while I'm pretty well grounded in the math, I have a lot of trouble visualizing the results.

    I'm curious is there any way to get a mask of basin areas from the Fill Basins filter? Failing that, and perhaps more generally useful, could you have a 'Select Flat' option. That is a selector that scans a window around each pixel(say 3x3) and selects that pixel if and only if all points within that window are within a given variation(epsilon?) of each other. Then you could noise up the supernaturally flat basins while leaving the yummy ridginess of the mountains pristine.

    I wasn't initially sold on the terracing produced by the Remap Altitudes, but I like how the Precipiton mostly beats that down. It also erases a lot of the streambeds. Another thin Incise Flow at that point might be nice. (?)

    Anyway this deserves a rep.

  9. #9

    Post

    The magic wand can be used for selecting a basin. The tolerance is specified in actual height units (I think).

    Here is the same example (except I applied an exponent to the height-field at one point) with the basins selected with the magic wand before applying the noise...


    -Rob A>
    Attached Images Attached Images

  10. #10
    Guild Artisan su_liam's Avatar
    Join Date
    Aug 2007
    Location
    Port Alberta, Regina(IRL: Eugene, OR)
    Posts
    798

    Default

    That sure is purdy RobA. It almost looks glacial. Somebody should point Monks at that. I'm not sure how much of that is the noise masking and how much is the exponent.

    It looks like I'll have to fire up Wilbur after work tonight. I'm thinking about adding another Incise flow after the Precipiton stage. Hmm, I think I'd use an intermediate blend(maybe 1.0), a smaller amount(again, perhaps 1.0), the Flow Exponent and Effect Blend are a mystery to me, so that would need fiddling.

Page 1 of 2 12 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •