![]() ![]() Navigate around the TG2 scene so that the camera is looking at the river and do a test render. Still on the Surface layer, check Blend by shader Turn off Fractal detail for this Heightfield shader. On the Surface layer, go to the Displacement tab and assign a new Heightfield shader that loads WaterHeight.ter. Uncheck Apply color on the Surface layer and add a Water shader. Set the Projection type to Plan Y and the Size to 10240×10240 (because the texture map is 1024×1024 and I set 元DT to a scale of 10m/pixel).ĭelete the Fractal breakup that is created by default. Delete the default Heightfield generate 01 and replace it with a new Heightfield load node. Mask1_WaterHeightMask as WaterHeightMask.bmpĬreate a new project.Now create the Texture Map to give us a head start texturing the TG2 scene:įinally, to prepare for TG2, export the following from 元DT Note: WaterHeightMask was created in a previous step. Turn off Include sea (bool) by double-clicking itįinally in 元DT, we need to create a mask for the water… Now convert the rainfall map to a height map Click Save as and give it an appropriate name (I used WaterHeightMask). Go to the Water depth tab and set a minimum depth of 1. Let’s define an appropriate mask algorithm in 元DT We’re going to need a mask in TG2 for the water areas (both to mask the separate heightfield, and to mask a water shader). I got it back by minimizing and restoring a few times. Warning: The progress bar might get lost if you minimize 元DT. Install the RainMaker plugin from the link at the top of the post. Now use the Calculation wizard to create the water map Now use the heightfield editing tools in 元DT to carve out a clear channel for the river. There’s a generally good path down the mountain. The tiles that form the banks of the river are higher than the river tiles.The altitude of each tile closer to the destination is lower than the previous one. ![]() Starting near a peak, edit a path down the hill/mountain toward the ocean or lake that the river should flow into so that: On the design map, ensure there’s an area that should naturally channel water downhill. The basic idea is to use 元DT’s ability to model water flow patterns using the RainMaker plugin (see also this post for a correction to the documentation) and then export those patterns into a separate height map.Ĭreate a new project. This post describes a method to create realistic rivers by combining 元DT and Terragen 2. ![]()
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