Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Oct 17 8:34 am)
What I've discovered so far is that 1) you don't lose detail the closer in you zoom (no more annoying pixelation of the terrains). Basically the biggest advantage to procedural terrains though is that you use a function to control the shape of the terrain, this allows you to stretch out the terrain to any size you want and it will generate new terrain, for example, if you set up a function to generate canyons, and you stretch the terrain out, it will make new canyons while using the function to control the scale of the canyons. I'm not sure if this makes sense, I will try to post a screenshot in the near future as I am not presently at my laptop to do a render.
And finally (at least for the scale comparisons) here is an even more scaled up version, notice that the real advantage to procedural terrains is immediately apparent as you can create huge expanses of terrains rather than having to generate individual terrains for all the different features you want. The added bonus is that this final render has the terrain coming in at only 5,750 polygons!
This is awesome. Seems like we are now able to do some Terragen like terrains in Vue. I always wanted to combine the awesome terrains from Terragen with the much more sophisticated options from Vue (plants, props, figures,...). Could you please post your settings too? Thanks for your investigation... - Singular3D
This is Vue5e, so all versions of Vue5 should have it. What I find most interesting is how textures behave with procedural terrains. If you can match up the right terrain filters with the right material, results can be awesome. That's the kind of stuff I was hoping to see more about in this discussion.
This is absolutely what I was looking for, but I think I will need a lot of experimenting with it. I also posted a thread here about the new material system of Vue5. Didn't get much response until yet. Seems this is something only few people use by now, but it seems to have an extreme high potential. Any tutotials or other practical experience around? Thanks for your efforts - Singular3D
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Love the idea of using procedural terrains, but the handbook is a bit confusing and very technical. I would love to have some practical experience reports, about what can be achieved with this type of terrain and basic settings.