Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Dec 30 8:14 pm)
I think you must work with the filter of the distribution a little more. Select one that is steeper and not so linear. I guess this will do it. You can find a good example here in an old thread about distribution of objects in an Ecosystem. There i learned the trick. Do a search for that.
One day your ship comes in - but you're at the airport.
Another thing to try - you have 'smooth belending strip' set to 10%. In your case, I would try setting this parameter to 0% as you want a sharp transition between the two materials.
My friend, maybe we turn the table now and you explain how you managed it to come so close! :-)) I tried it out with much worse results. Ok, i am not the worlds best map expert i guess but if you explain what you did we all can check where the "unsharpness" is. BTW, very ambitient to do it in one go. I would have done probably 2-3 terrains to get that result!
One day your ship comes in - but you're at the airport.
why not just use your map to have two distinct terrains? one water, one grass? :) ie use the map oon two terrians, positive for one, negative for the other?
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Hi silverblade33. The only reason I havent/cant do that is because I have pretty much maxed my computer resources. The scene stands now at 1.6 billion polygons and another terrain crashes my machine. I have tried a few times and though I have created a scene (Southern Migration) with significantly more Polly's (around 4 billion), some scenes dont like/allow you to add to them I assume it has to do with the type of objects being used. I thank you for the suggestion though:) To wabe, I created my terrain the usual way, then exported the terrain out as a .jpg file. Opened it in Photoshop and the aria for the river was made white, and the other parts of the terrain were made black. Back in Vue, I created a mixed material (parametric) and used the map I made in Photoshop to drive/separate the materials. Thanks... Gareth:)
I guess you already set the water for distribution by altitude ("influence of environment"). So obvious i hesitate to mention it, but maybe that got missed somehow?
I attempted a stream some time ago in Vue 4 Pro, with a filter for stream bank and to fake moist ground near the water.
I made a little tutorial back then at Terrain Filter 1
Attached Link: http://panthersxchange.com/phpbb/viewtopic.php?t=171
You need to use a filter on Material 2, on the affected by height field. Basically you want to chop that texture away as soon as it gets any real height with a steep filter. You'll probably need a filter that goes from the top left corner, and drops dramatically so that it's at 0 value by the time its gone 10% across the filter or something similar. I attached a link to a tut I made, although it doesn't play around with either water or terrain height, it does show you how to play with filters.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.