FCLittle opened this issue on Feb 01, 2009 · 10 posts
FCLittle posted Sun, 01 February 2009 at 3:26 PM
I recently started using the demo for geocontrol 2 and have found that a lot of the terrains, while looking good in geocontrol itself, do not seem to translate well into Vue. I often find they have sharp pointy edges and heavy pixelation.....anyone else have this problem and more importantly does anyone have any suggestions on how to fix this? Or just suggestions in general....
Thanks!
Rutra posted Sun, 01 February 2009 at 3:40 PM
Attached Link: http://www.virtual-lands-3d.com/geocontrol-2-vue1.html
Hi!I never noticed any sharp pointy edges nor heavy pixelation. The best tutorial I know for GC2 terrain import into Vue is the one linked above.
In Vue6, you should use procedural terrains because the standard terrains lose definition. In Vue7 that was fixed and both terrain types look similar (provided you use a convenient resolution in standard terrains - I use 4096x4096).
If after following the tutorials you have specific problems with specific terrains or situations, post some screenshots of results and settings so that we can try to help further. Good luck!
Rutra posted Sun, 01 February 2009 at 3:41 PM
BTW, in GC2 I always use the maximum resolution (4096).
FCLittle posted Sun, 01 February 2009 at 4:06 PM
I will check it out as soon as I can.....I did try using the highest resolution but it causes Vue to crash for lack of memory when I do that....
FCLittle posted Sun, 01 February 2009 at 8:26 PM
Is there no way to simply save it as a wavefront object and have it retain the quality it has? That's what I dont understand. It has that option but it doesnt seem to work very well. Why do I have to go through the whole song and dance when it has this option already. Not that I wont do the song and dance, I just figure it should work the other way too.....
Rids posted Sun, 01 February 2009 at 9:54 PM
Creating a large terrain as an OBJ file would result in an enormous file that would make Vue, or any other program, run out of resources very quickly.
FCLittle posted Sun, 01 February 2009 at 10:16 PM
Indeed....I've figured out the whole process and it's not so difficult.....now I'm just trying to understand exporting the selectors to use in creating the texture....
Rutra posted Mon, 02 February 2009 at 1:36 PM
That link I gave you has most of the indications to use selectors. Did you follow the tutorial?
In GC2, go to the selectors page, chose the selector you want, click on create, click on export. This creates a bitmap that can be used in Vue as a distribution map. It works very well but, of course, you may need to enhance the contrast of some of these bitmaps to have a good result in Vue. You can do this in a 2D program or in Vue itself (by attaching a node "brightness & contrast", for example, or others, like "quantize", etc).
The use of selectors is optional. You can use just the normal ways in Vue. Slope, height, etc. The selectors are good if you want to texture depending on some specific feature that Vue doesn't "know" about, like sediment or erosion (concepts Vue doesn't have when it comes to materials). Look at my image "Ascent". You see snow on the eroded parts of the mountain. That would be impossible to achieve in Vue alone because you have no control on Vue material editor about "erosion".
In GC2, I only use the special selectors, like sediments, deep flows, rivers, lakes, roads, etc. I don't use the other ones, like height or slope, because this also exists in Vue.
If you post some screenshots of where you're having problems, this could help diagnosis and give a more focused help.
FCLittle posted Mon, 02 February 2009 at 1:57 PM
Thanks Artur....I was thinking about adjusting them in a 2d program so I'll give that a shot!
Rutra posted Mon, 02 February 2009 at 2:01 PM
One important note I just remembered:
If you used a scale of 1.01 to build the terrain from the tiff file (which you should and it's written in the tutorial) you should also use the same scale for the distribution maps. If you use just the default 1, the result is that the distribution map will not exactly match the terrain features.