Author Topic: Classic Erosion plugin  (Read 1876 times)

Offline luvsmuzik

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Re: Classic Erosion plugin
« Reply #30 on: November 28, 2017, 10:55:06 PM »
Thank you both, I hate to say this stuff is starting to make sense....

Offline blinkfrog

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Re: Classic Erosion plugin
« Reply #31 on: December 26, 2017, 05:09:18 AM »
Merry Christmas!

I have some interesting features in development, but I think I'll defer adding them into the next update of Classic Erosion shader (there is some more work needed). But I want to release smaller update with bugfixes and masking mechanics fix at least, so I want to ask users of my plugin about this fix.

At this time masking by Surface layer of Distribution shader works, but it is inconsistent with other TG shaders and works different to them. It takes normal and terrain from Mask input branch, so, if you want to mask it by some slope or altitude selection, you need to:
1. Connect Distribution shader or surface layer to the Mask input.
2. Connect current terrain to Distribution shader.
3. (Optional for some cases) add Compute normal/terrain between the terrain and Distribution shader.
See the pic:


I fixed masking and now it works similar to other TG shaders. You just need to:
1. Connect Distribution shader or surface layer to the Mask input.
2. (Optional for some cases) add Compute normal/terrain between the terrain and Classic Erosion shader.
So the normal/displacement is now taken from the main branch.
See the pic:


(BTW this method has some disadvantages - distribution shader's preview doesn't work correctly. At least for me)

I think I should apply this fix in the next update, but it might requre some reconnecting in already existing projects. That is why I ask: what do you think?

Also I can apply the same fix for the Procedural Erosion.

Daniil.
« Last Edit: December 26, 2017, 05:11:47 AM by blinkfrog »

Offline bobbystahr

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Re: Classic Erosion plugin
« Reply #32 on: December 26, 2017, 03:08:30 PM »
Merry Christmas on Boxing day from me as well...I'd have to say move forward as for me there's nothing I've made with Classic so far that couldn't be better with an improved plug in...
If you're using the free version how does one find out about updates by the way?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline mhaze

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Re: Classic Erosion plugin
« Reply #33 on: December 27, 2017, 09:11:30 AM »
Hi Danii,

I hope you have had an excellent Christmas.  I have two requests.  If it is at all possible, .bmp output of the maps for external, to TG, editing and a way to soften the edges of map output.

Keep up the excellent work.

Mick

Offline blinkfrog

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Re: Classic Erosion plugin
« Reply #34 on: December 27, 2017, 04:51:23 PM »
If you're using the free version how does one find out about updates by the way?

Free version is actually the same as full, downloadable at https://daniilkamperov.com/downloads/.

Quote from: mhaze
I have two requests.  If it is at all possible, .bmp output of the maps for external, to TG, editing and a way to soften the edges of map output.

.bmp export is possible, I thought about it. Although some things must be thought through.
About edges - what do you mean? Boundary edges? Or the edges of features?

Daniil.

Offline mhaze

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Re: Classic Erosion plugin
« Reply #35 on: December 28, 2017, 10:23:34 AM »
Edges of say a flow map.  They can be very hard when using them as masks for veg and fake stones.

Offline ajcgi

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Re: Classic Erosion plugin
« Reply #36 on: January 08, 2018, 01:08:58 PM »
This looks like marvellous progress Daniil. Super excited to try this out soon, hopefully in production.

Offline René

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Re: Classic Erosion plugin
« Reply #37 on: January 08, 2018, 02:12:37 PM »
I am happy to hear that there will be an osx version. :D