Note to Planetside, I'd appreciate it if someone goes over this and points out any terminology mistakes, and

better ways of doing things as I worked all this out by guess work.

TG2 offers a number of ways to build terrains, and I'm sure most people here have used a height-field and the Power fractal shader. However for the inner geek there is nothing better than building something from the lowest level possible and that means using functions.

So this is what we are heading for

However this tutorial will build it up bit by bit so you understand why all the bits are there.

Load up TG2, click the Terrain button and delete the height field generator and the height field shader.

Click on the Node Network button. This is where we will be working from now on so resize the node network so that's is big enough to work in.

Looking at the node network you'll see it consists of big rectangles, with little rectangles in that are joined together by lines.

The big coloured boxes are called Groups, I guess the small ones are called nodes, the lines represent the flow of data from one node to another.

The Terrain group is the green box at the top left (unless you've fiddled with the colour scheme), make sure you're still got the

Terrain tab selected, zoom in into the Terrain Group so that all the text is readable. If you don't know how to do that press the H key while the Node Network is selected and a little piece for text will appear with brief instructions.

There should be a single item in the Terrain Group, called 'Compute Terrain'.

If you just deleted the height field shader with deleting the generator first, then an item called something like 'height field generator 01' will be left around too, if so you can just delete it.

You may want to save now, as the Node Network can crash TG2 if you're not careful.

With the mouse somewhere in the Terrain Group box, right click and the context menu will appear.

Have a look around, there's all kinds of fun toys. The option we're interested in is the 'Create Function' option.

Under this option there are a lot things you've not heard of outside a Maths Class. Again the option we want is 'Noise'

and the noise we want is 'Voronoi 3D diff scalar'. A node called 'Voronoi 3D diff scalar 01' should be added to the Terrain Group.

From now on I'll use a path like way to describe what nodes to add so the last one would be 'Create Function/Noise/Voronoi 3D diff scalar'

Voronoi diagrams split a 2D area, based on the closest point in a set of random points, 'Voronoi 3D diff scalar' does a similar thing in 3D however the value, I think based on what the end result looks like, is the distance to the second closest point subtracted from the distance to the closest point.

At the top left of the TG2 window there's a tree view, if you click on the 'Voronoi 3D diff scalar 01' item in the tree view a preview of the node's output appears. It's all black, but that's because we need to feed co-ordinates into the node to get a value out.

Back to the node network. Right click on the Terrain Group, add 'Create Function/Get/Get Position'

I'm not sure what the difference between the three different 'Get Position' Nodes are, but that one

works in this case. Attach the two nodes buy drag clicking between the bottom triangle on the 'Get Position' node

(Output) and the left hand top triangle on 'Voronoi 3D diff scalar' (Input node). The output preview should now go all

spotty, still not very promising, but at least its a pattern. Above the preview there are + and - buttons, these zoom

out and in respectively, if we zoom in down to 3 m you'll to see that we really do have a pattern, its just too small.

So how do we get the pattern up to a reasonable size, each cell is around 1- 2 metres in size, to make it look interesting

using the default camera they need to be 1-2 km. One way to do it, is to make the random points further apart, but we can't

do that so we need to scale the noise by shrinking the co-ordinates. Add two new nodes, 'Create Function/Multiply/Multiply vector' and 'Create Function/Constant/Constant vector'. 'Multiply vector' takes a vector and multiples it by another vector. If you are not big of Maths just think of vector as a group of values, so for a position there are 3 numbers, the X, Y and Z co-ordinates. a single value one its own is called a scalar.

Double click on 'Constant vector 01' and the setting dialogue should pop up. There are three text boxes waiting for

three values, set them all to 0.001 and close the dialogue.

Connect the 'Constant vector 01' Output to one of the 'Multiply vector' inputs.

Now we're going to connect 'Get Position 01' to the other 'Multiply vector' input. You can do this by drag clicking

from the 'Voronoi 3D diff scalar' input to the 'Multiply vector' input, it you do it right the connection line should

move with the mouse.

Finally connect the 'Multiply vector' output to the left hand 'Voronoi 3D diff scalar' input and your preview will go all

grey. Zoom the preview out to 1 - 3 km and the pattern should be back. You can play with the values in the 'Constant vector'

now and see what different values in the different boxes do.

Now you may want to know why we multiplied by 0.001 rather than divided by 1000. Multiplication is faster to do than division

even for computers if you multiply by a fraction instead of dividing things will render that bit quicker.

Oh and if you select 'Constant scalar' for the input to the 'Multiply vector' node TG2 does the right thing and multiplies

each of the other input values by the scalar value.

Now we need to apply the pattern to our planet. This step is also one that I've had to guess at. After trying a few ways

of connecting 'Voronoi 3D diff scalar' to 'Compute Terrain' I found out that bridging them with a displacement shader

did the right thing. Add 'Create Shader/Surface Shader/Displacement Shader' to the node network

Connect 'Voronoi 3D diff scalar' output to 'Displacement Shader 01' function input (the right hand input)

and 'Displacement Shader 01' output to 'Compute Terrain' input and we've nearly finished.

Click on the renderers button and wait for the 3D preview to render, its still flat. Double click

on 'Displacement Shader 01' and change the Displacement Multiplier, change it to 200 and finally we have

a Voronoi shaped terrain, looking something like this.