Belgareth opened this issue on Jul 18, 2005 ยท 13 posts
Belgareth posted Mon, 18 July 2005 at 6:43 AM
Belgareth posted Mon, 18 July 2005 at 6:44 AM
wabe posted Mon, 18 July 2005 at 6:47 AM
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.
Belgareth posted Mon, 18 July 2005 at 7:10 AM
I have already done that, my friend. I just grabbed this screenshot from my starting point. But I have used almost every filter that I have...lol And still the same problem:(
Message edited on: 07/18/2005 07:10
agiel posted Mon, 18 July 2005 at 8:13 AM
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.
Belgareth posted Mon, 18 July 2005 at 8:47 AM
Thanks for your reply agiel. I have also tried that with no success:(
wabe posted Mon, 18 July 2005 at 9:01 AM
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.
silverblade33 posted Mon, 18 July 2005 at 9:31 AM
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?
"I'd rather be a
Fool who believes in Dragons, Than a King who believes in
Nothing!" www.silverblades-suitcase.com
Free tutorials, Vue & Bryce materials, Bryce Skies, models,
D&D items, stories.
Tutorials on Poser imports
to Vue/Bryce, Postwork, Vue rendering/lighting, etc etc!
Belgareth posted Mon, 18 July 2005 at 12:23 PM
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:)
jc posted Mon, 18 July 2005 at 1:39 PM
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
Saro posted Mon, 18 July 2005 at 2:39 PM
This is a very interesting way to create riverbanks, even if you don't have it just right at the moment. I think I'll save this one as a pdf. Thanks for the tip!
Mazak posted Mon, 18 July 2005 at 4:02 PM
Bookmark ;) Mazak
DMM posted Tue, 19 July 2005 at 5:27 AM
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.