user interface layout can be selected and reset in :
Menu -> Build
Heightfield
height field is create around the center with the radius as half of the size axis.
grid spacing : large spacing create less resolution.
heightfield paint
paint mask on the height field, need to enable show handle to show the brush
lmb to paint mask
mmb to erase
mouse mmb scroll to change brush size
masked part will show red
heightfield noise
create noise on the height fieldinput1 : heightfield
input2 heightfield mask
combine Methods : calculation methods btw heighfield and noise
amplitude : change the maxim height of the noise
element size : size of noise
noise type : Worley (cellular ) Manhattan worley is very useful to create chunky flat area on terrain.
geometry and transform & heightfield
geometry can be projected onto a heightfield:transform node transform the geometry
heightfiel_project project the geometry onto the heightfield.
input1 : heightfield
input2 : geometry
heightfield distort by noise
use noise field to moves the existing values
a compare btw ditort by noise and heightfield noise
input2 : hf2
input3: maskheightfield File
a compare btw ditort by noise and heightfield noise
heightfield layercomposite two heightfield layers
input 1: hf1input2 : hf2
input3: maskheightfield File
heightfield file
heightfield file import image to heightfield
heightfiel distort by layer
the distortion can be control by another layer of heightfield
the distortion keep the shape of the basic terrain layer as well as bring in some feature by the add on layer.
input1 : hf to be distort (terrain)
input2 : addon hf (noise)
compare of before distortion and after
heightfield mask clearer
clear the red mask visually for better heightfield erosion
visulization: create color scheme for terrainPlace to reset simulation and freeze a frame (where you decided is the final result and don't want to touch it anymore)
to start an erosion : left bottom corner
Global Erosion Rate : higher rate has higher erosion effect
MainTab
- Hydro : erosion cause by water
spread iteration : higher number cause the river run longer
- Thermal erosion : rock becomes sand
advanced Tab
removal rate : remove the debris by wind. set to minus can add more debris. It is useful to create muddy effect.
max debris Depth : allow thicker debris build over time.
Grid Bias : Control the direction of erosion
- Hydro Erosion
removal rate : remove the debris by wind. set to minus can add more debris. It is useful to create muddy effect.
max debris Depth : allow thicker debris build over time.
Grid Bias : Control the direction of erosion
Erodability
initial factor : this increase the strength of erosion
slope factor : low value enable flat area has erosion, higher value constrain the erosion in sharp slope area.
Riverbed
erosion rate factor : higher value cause deeper cur deep in the river. less value cause scattered isolate lake effect.
deposition rate : higher value cause earth hard to erode.
sediment capacity : how long can sediment go with the water. cause water go further in narrow area, also create mud in flat and wide area.
erosion rate factor : high number cause more erosion on river bank. wider river bank
Max Bank to Bed Water ratio : how much is consider as bank
thermal erosion
has the similar set as hydro erosion
Preciptation
this is where the rain wash down the debris. hydro erosion will need this to take shape.
amount : higher number more rain
density : higher number detail branches on the water path
raindrop setting
expand radius : channel and water area becomes larger in larger value
Debris flow
spread iterations : higher value make debris spread wider
quantization : higher value cause debris to be more chunky
water absorption : the higher value create a muddy and narrow water bank. lower value create wider and flater area.
max height : how high the debris can climb up to the mountain when it is washed down.
repose angle : the angle debris can stand until it falls down
layer
layer is options for multi-layer erosion, either delete or keep previous erosion effect.
remove layer and delete layer :
remove layer still keep the water / debris but they do not calculated in erosion, this is good for adding details on the second layer of erosion
delete layer : useful for when want to keep the form of previous erosion but create data set separately.
add layer to final height : bake the layer to the heightfield
heightfield remap
remap the height of a terrain, normally it will become more realistic.
heightfield blur can be use to blue the heightfield after erosion to create realistic result.
normal noise and chbyshew workey noise to noise but also hard line on top of the mountain, the size of the noise is the key to achieve good result.
heightfield resample
increase the resolution of heightfield
useful when finish the first layer of erosion and before go to the second layer.
heightfield
heightfield_slump
heightfield_flowfield
add the existing flow into the dataset.
expand radius : channel and water area becomes larger in larger value
Debris flow
spread iterations : higher value make debris spread wider
quantization : higher value cause debris to be more chunky
water absorption : the higher value create a muddy and narrow water bank. lower value create wider and flater area.
max height : how high the debris can climb up to the mountain when it is washed down.
repose angle : the angle debris can stand until it falls down
layer
layer is options for multi-layer erosion, either delete or keep previous erosion effect.
remove layer and delete layer :
remove layer still keep the water / debris but they do not calculated in erosion, this is good for adding details on the second layer of erosion
delete layer : useful for when want to keep the form of previous erosion but create data set separately.
add layer to final height : bake the layer to the heightfield
heightfield remap
remap the height of a terrain, normally it will become more realistic.
heightfield blur can be use to blue the heightfield after erosion to create realistic result.
normal noise and chbyshew workey noise to noise but also hard line on top of the mountain, the size of the noise is the key to achieve good result.
heightfield resample
increase the resolution of heightfield
useful when finish the first layer of erosion and before go to the second layer.
heightfield
heightfield_slump
heightfield_flowfield
add the existing flow into the dataset.
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