Author Topic: Quadspinner's TOR Platform at EUE 2017  (Read 826 times)

Offline Danny

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Offline zaxxon

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #1 on: May 14, 2017, 01:32:44 PM »
Wow!

Offline zaxxon

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #2 on: May 15, 2017, 03:27:49 PM »
Hey Danny! Thanks for putting this link up. There hasn't been much reaction here, but the linked article shows a major paradigm shift in terrain creation, and one that should dramatically change how we work. If I understand the concepts correctly instead of a "Shader" based process (create-filter-erode in a node connected progression of perlin/voronoi noises), to a "Goal" based process of  having a defined terrain type (some sort of library of valleys, rivers, ridges, etc) and then placing and adapting the elements into the desired terrain. As the author points out; the skills to create believable terrains from networks of modified 'noises' are difficult to master, and don't lend themselves to an "artistic" workflow. To be able to just place a 'valley' in a given spot and then put a 'river' off to one side of it beneath a 'cliff' and then tweak with types of erosion, displacement and debris forming a desired shape would be truly awesome. While TG contains a nodal language to create virtually any terrain feature, it ain't easy (understatement)   :(

So Danny, thanks again, and this bump is because I think this is a very important development!

Offline Dune

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #3 on: May 15, 2017, 04:10:13 PM »
I've seen it, downloaded the article, but haven't read (no time). But if Danny posts and Doug says so, I'm sure it must be interesting!
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline jaf

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #4 on: May 15, 2017, 07:14:36 PM »
This looks great, but my concern would be the World Machine part.  Is World Machine development going to continue, or is it dead?  Look here: http://forum.world-machine.com/index.php?topic=3233.0

(6/14/17) Ryzen 1800x, 960 EVO 500GB NVME-M.2 SSD, Corsair Vengeance 64GB DDR4 3200 Mem,  EVGA GeForce GTX 1080 Ti FTW3 Graphics, Win 10 Pro x64, Terragen 4.1.11

Offline Danny

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #5 on: June 20, 2017, 05:32:01 PM »
This looks great, but my concern would be the World Machine part.  Is World Machine development going to continue, or is it dead?  Look here: http://forum.world-machine.com/index.php?topic=3233.0

TOR has nothing to do with World Machine. It is not another plug-in like GeoGlyph. It's a stand alone terrain modeler at this stage. He (QSpinner) is still developing it

Offline René

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #6 on: June 21, 2017, 10:11:03 AM »
Painting erosion with a context aware brush looks fantastic!!   
I am not sure if this video is visible if your'e not on facebook.

https://www.facebook.com/daxpandhi/videos/10158832261760531/

Offline zaxxon

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #7 on: June 21, 2017, 02:21:40 PM »
Thanks for the link Rene. This non-Facebook guy was able to view and enjoy the video. Fantastic stuff in the works!

Offline Dune

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #8 on: June 21, 2017, 03:29:27 PM »
Wow, that's awesome (after clicking away the annoying F*#B reminder).
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline Hannes

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #9 on: June 21, 2017, 03:54:16 PM »
Amazing!!!!!!! Thanks for the link(s).

Offline Kadri

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #10 on: June 21, 2017, 04:29:47 PM »

That looks great. Thanks René.

Offline SILENCER

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Re: Quadspinner's TOR Platform at EUE 2017
« Reply #11 on: July 21, 2017, 08:13:57 PM »
We worked with Dax on BSG and couple other things, and he's a very talented cat. Provided some nice jumping off points in Vue for me to get it kickstarted.

 

anything