Author Topic: Procedural Terrain Library  (Read 50414 times)

Offline inkydigit

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Re: Procedural Terrain Library
« Reply #30 on: November 03, 2010, 10:02:49 PM »
Mescadia basic (procedural) terrain (minus the cylindrical projected Image Map Displacement).
Basically two PF displacements merged, and then an S&O shader applied.
I've left the surface shaders and water in the tgd so it's a terrain file +.
cheers John, will have a wee peak!

Offline AnneCHPostma

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Re: Procedural Terrain Library
« Reply #31 on: November 19, 2010, 08:08:12 PM »
Since I just started again with Terragen after a 2 year break from rendering, these terrains will definitely get met up to speed quicker than without them. Thanks for sharing you all and once I am confident that I have created decent landscapes of my own I will make sure to add some in this thread myself.
Ponder this: Is a bit the ultimate Yin Yang?

Offline max_thehitman

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Re: Procedural Terrain Library
« Reply #32 on: April 21, 2011, 02:07:07 PM »


SUPERB POSTS!!!
All wonderful great ideas to get started and to re-work old works too.
THANKS Everyone for sharing!



Offline AP

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Re: Procedural Terrain Library
« Reply #33 on: October 07, 2013, 06:49:40 AM »
I thought that I would share an alternative means of making a planet covered in Craters. It took some tweaking but it is acceptable I think.

Offline Zairyn Arsyn

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Re: Procedural Terrain Library
« Reply #34 on: March 21, 2014, 03:13:50 AM »
"Stacked Oreo's Terrain"

http://www.planetside.co.uk/forums/index.php/topic,13654.msg134411.html#msg134411

for a friend

based off of FrankB's wavy perlin terraces and inky's perlin rock node setups 

Someday... I will own a pickle shooting condiment train.

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Offline AndyWelder

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Re: Procedural Terrain Library
« Reply #35 on: March 21, 2014, 05:36:22 PM »
Thank you both, ChrisC and Zlaai for the files!
"Ik rotzooi maar wat aan" Karel Appel

Offline Dune

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Re: Procedural Terrain Library
« Reply #36 on: June 14, 2015, 06:10:32 AM »
The fractal warp is a terrific instrument.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline bobbystahr

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Re: Procedural Terrain Library_Cube Lake for TheBadger
« Reply #37 on: September 05, 2015, 04:07:39 AM »
here y go man
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline TheBadger

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Re: Procedural Terrain Library
« Reply #38 on: September 05, 2015, 04:33:45 AM »
thnks
It has been eaten.

Offline bobbystahr

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Re: Procedural Terrain Library
« Reply #39 on: September 05, 2015, 01:35:26 PM »
thnks

I neglected to turn off Cast Shadows on the Cube I think in the .tgd....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline AP

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Re: Procedural Terrain Library
« Reply #40 on: July 07, 2016, 02:01:38 AM »
Fake stones shader functions.

Note: I had an idea to use these functions to drive cloud patterns that could create some interesting break-off effects. At the moment it is not working. Normally the color in the Fake stones shader should work as input for other functions but for what ever reason, the clouds have no effect from the shader. I plugged the Fake stones shader into all of the proper Cloud layer inputs but nothing changed.


Offline Dune

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Re: Procedural Terrain Library
« Reply #41 on: July 07, 2016, 05:45:57 AM »
Perhaps your stones are much too small to see any effect in the clouds  ;)
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline AP

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Re: Procedural Terrain Library
« Reply #42 on: July 07, 2016, 05:54:09 AM »
I did variate the size of the stones. I went as high as 20,000 meters. I also had the same connections that you posted.
« Last Edit: July 07, 2016, 05:56:31 AM by AP »

Offline Dune

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Re: Procedural Terrain Library
« Reply #43 on: July 07, 2016, 05:55:18 AM »
But as you see, it does work.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline AP

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Re: Procedural Terrain Library
« Reply #44 on: July 07, 2016, 05:57:43 AM »
Indeed. I will see what happens now.