Planetside Software Forums

General => File Sharing => Terrains => Topic started by: rcallicotte on July 21, 2008, 10:40:58 AM

Title: Procedural Terrain Library
Post by: rcallicotte on July 21, 2008, 10:40:58 AM
This is for procedural terrain clip files or TGDs made in TG2.  But, it cannot include TER files or similar, due to size limitations.

This is just a canyon terrain build I found here and re-worked.  It's a simple beginning.
Title: Re: Procedural Terrain Library
Post by: Mandrake on July 21, 2008, 08:16:12 PM
Nice work your doing calico!! :)

Try to sneak those few star field procedurals into one of these libraries too!
Title: Re: Procedural Terrain Library
Post by: mindsap on July 22, 2008, 02:24:05 PM
Thanks calico I need all the help I can get :-[
Title: Re: Procedural Terrain Library
Post by: RichTwo on August 03, 2008, 04:53:29 PM
Dude - it's GREAT!  I've taken it and started adding a redirect.  Getting some interesting results.  Thanks for sharing!
Title: Re: Procedural Terrain Library
Post by: fmtoffolo on August 10, 2008, 06:35:27 PM
a simple river tgd that can give some ideas
Title: Re: Procedural Terrain Library
Post by: rcallicotte on August 14, 2008, 04:45:46 PM
I figured this might go here...after all asteroids are little planets, eh?   ;D

This is the asteroid(s) creator.
Title: Re: Procedural Terrain Library
Post by: JimB on August 27, 2008, 10:07:06 AM
Ummmmm.... How come this thread's title now shows up on the main page 'last post' doo-dah as 'Internet Marketing', even though the title in the thread itself is Procedural Terrain Library????  ??? :-\
Title: Re: Procedural Terrain Library
Post by: buzzzzz1 on August 27, 2008, 11:11:02 AM
Quote from: JimB on August 27, 2008, 10:07:06 AM
Ummmmm.... How come this thread's title now shows up on the main page 'last post' doo-dah as 'Internet Marketing', even though the title in the thread itself is Procedural Terrain Library????  ??? :-\

Looks like a security issue, eh? Or an error due to Ray Tracing. LOL
Title: Re: Procedural Terrain Library
Post by: rcallicotte on August 27, 2008, 11:33:07 AM
Viral Marketing.  Nice.

Title: Re: Procedural Terrain Library
Post by: jmclusky on August 27, 2008, 01:25:33 PM
Quote from: calico on August 27, 2008, 11:33:07 AM
Viral Marketing.  Nice.

The user has now left the building...  Thanks go to the person who clicked 'Report Abuse'.

John
Title: Re: Procedural Terrain Library
Post by: rcallicotte on August 27, 2008, 01:26:43 PM
Thanks John.
Title: Re: Procedural Terrain Library
Post by: tuanlia on June 03, 2009, 02:37:51 PM
this is my first study, thanks
Title: Re: Procedural Terrain Library
Post by: FrankB on November 12, 2009, 03:36:36 PM
The tgd from "Volcano World (http://forums.planetside.co.uk/index.php?topic=7988.msg85335#msg85335)" - based on the NWDA Default Project (http://www.nwdanet.com/buy-packs/details/43/7/preset-packs/nwda-default-project)

Have fun,
Frank

Title: Re: Procedural Terrain Library
Post by: domdib on November 12, 2009, 04:51:01 PM
Thanks Frank!
Title: Re: Procedural Terrain Library
Post by: FrankB on November 13, 2009, 08:22:21 AM
you are welcome, Dominic :)
Let us see what you will do with it  :)
Title: Re: Procedural Terrain Library
Post by: Zairyn Arsyn on November 13, 2009, 08:36:17 AM
thanks for sharing your terrain frank, :)
maybe later on I'll get around to using it. :D
Title: Re: Procedural Terrain Library
Post by: TheBlackHole on November 13, 2009, 10:08:10 AM
Here's my procedural volcanic planet. It's not that great.  :(

                   .. .:
                   . ::
                   /   \
                  /     \
                 /       \
__________/         \___________
EDIT: Fixed dumb capitalization error, added text art of a volcano.
Title: Re: Procedural Terrain Library
Post by: Zairyn Arsyn on December 03, 2009, 06:59:57 PM
thanks frank, your volcano world .tgd is basically the thing i need for my next project.
:):)
Title: Re: Procedural Terrain Library
Post by: CCC on March 16, 2010, 02:18:45 AM
Here are three types of strata rock layer terrains.
Title: Crack Based Canyon
Post by: Tangled-Universe on March 26, 2010, 05:36:19 AM
The base for this image.

Title: Re: Procedural Terrain Library
Post by: MGebhart on March 27, 2010, 09:10:41 AM
Very nice canyon file. I will study the node network to come up with something I understand.

Marc
Title: Re: Procedural Terrain Library
Post by: Goms on June 19, 2010, 09:34:47 AM
some lakes and small mountains. a first idea for a "larger" terrain library.
The beaches are made for a water level of 0.

"plastic":
(http://img139.imageshack.us/img139/5343/plasticn.jpg)

and with some default surface and clouds:
(http://img29.imageshack.us/img29/1098/surfaced.jpg)

Title: Re: Procedural Terrain Library
Post by: Hetzen on June 19, 2010, 10:20:12 AM
Thanks Goms. I always like to have a look at your work, you have some interesting ways of doing things. I made something similar for 'equalising' displacment below a certain height before, but your method is a lot more elegant. Could I ask what is the logic within your basic landscape group, ie what's the advantage of masking your huge and smaller structures with the same initial noise PF with the colour adjuster?
Title: Re: Procedural Terrain Library
Post by: Goms on June 19, 2010, 11:01:38 AM
In this case i wanted to have mountains with "higher" slopes but also some plain areas and of course a smooth beach.
The idea behind the blending is to control the roughness of the different areas. If you use the same noise seed as blendshader, you will have the rough mountains and smooth plains.
Also you get an "overall slope" thats not linear but kind of a square function.
Some Images to explain:

This is what the first fractal would look like w/o blending:
(http://img692.imageshack.us/img692/9725/1hugewoblend.jpg)

And this with blending it with the same noise:
(http://img532.imageshack.us/img532/7852/2hugewblend.jpg)

The same is for the smaller fractal. without blending:
(http://img205.imageshack.us/img205/6922/3smalwoblend.jpg)

And with:
(http://img820.imageshack.us/img820/6958/4smalwblend.jpg)

You get decent slopes and roughness in the plain areas while having nice rough mountains.
I think you can get the same think with a few distribution shaders, but imho this is easier.
Also you can control offset, roughness of the initial noise etc to get very different results.
Title: Re: Procedural Terrain Library
Post by: domdib on June 19, 2010, 11:09:43 AM
Thanks Goms - I agree with Hetzen that you always provide food for thought and study.
Title: Re: Procedural Terrain Library
Post by: Goms on June 19, 2010, 11:16:00 AM
Thx. The strange thing is, i never get to finish a picture. :D
I always get distracted with something else...
Title: Re: Procedural Terrain Library
Post by: Hetzen on June 19, 2010, 06:13:45 PM
Ha ha. I'm constantly trying to work out how to do stuff in this program, to the point of getting lost in the weeds.

Thanks for taking time and walking us through this. I've never thought of using the same seed to 'dumb' down before. Interesting.

I also like the way you've used the redirect to get 'folds' in your displacements. I'm going to have to play with that.
Title: Re: Procedural Terrain Library
Post by: microwar on July 03, 2010, 05:11:18 AM
Found a nice mountain in a random click.
Create a new, and set heihgfield generate 01 to:
Feature scale 4000
Seed 8921
And Tweek fractal to unclamped multifractal.

This is in the upper right corner.
Title: Re: Procedural Terrain Library
Post by: Floating.Point on September 12, 2010, 12:19:11 PM
Wow!

Goms, thanks for inadvertently opening my eyes- revealing your techniques for a beautiful balance between mountain and plains. Ill probably lose my job now, because I will be so tired every day from working in with TG all night, every night! 

In all seriousness, thanks so much- this is something I have been trying to work out for some time! Im going to go dig through your TGC now :)
Title: Re: Procedural Terrain Library
Post by: schmeerlap on November 03, 2010, 11:51:32 AM
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 +.
Title: Re: Procedural Terrain Library
Post by: inkydigit on November 03, 2010, 06:02:49 PM
Quote from: schmeerlap on November 03, 2010, 11:51:32 AM
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!
Title: Re: Procedural Terrain Library
Post by: AnneCHPostma on November 19, 2010, 04:08:12 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.
Title: Re: Procedural Terrain Library
Post by: max_thehitman on April 21, 2011, 10:07:07 AM


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


Title: Re: Procedural Terrain Library
Post by: AP on October 07, 2013, 02:49:40 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.
Title: Re: Procedural Terrain Library
Post by: Zairyn Arsyn on March 20, 2014, 11:13:50 PM
"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 

Title: Re: Procedural Terrain Library
Post by: AndyWelder on March 21, 2014, 01:36:22 PM
Thank you both, ChrisC and Zlaai for the files!
Title: Re: Procedural Terrain Library
Post by: Dune on June 14, 2015, 02:10:32 AM
The fractal warp is a terrific instrument.
Title: Re: Procedural Terrain Library_Cube Lake for TheBadger
Post by: bobbystahr on September 05, 2015, 12:07:39 AM
here y go man
Title: Re: Procedural Terrain Library
Post by: TheBadger on September 05, 2015, 12:33:45 AM
thnks
Title: Re: Procedural Terrain Library
Post by: bobbystahr on September 05, 2015, 09:35:26 AM
Quote from: TheBadger on September 05, 2015, 12:33:45 AM
thnks

I neglected to turn off Cast Shadows on the Cube I think in the .tgd....
Title: Re: Procedural Terrain Library
Post by: AP on July 06, 2016, 10:01:38 PM
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.

Title: Re: Procedural Terrain Library
Post by: Dune on July 07, 2016, 01:45:57 AM
Perhaps your stones are much too small to see any effect in the clouds  ;)
Title: Re: Procedural Terrain Library
Post by: AP on July 07, 2016, 01:54:09 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.
Title: Re: Procedural Terrain Library
Post by: Dune on July 07, 2016, 01:55:18 AM
But as you see, it does work.
Title: Re: Procedural Terrain Library
Post by: AP on July 07, 2016, 01:57:43 AM
Indeed. I will see what happens now.
Title: Re: Procedural Terrain Library
Post by: Dune on July 07, 2016, 02:05:24 AM
But it won't be very interesting, because the fake stones used as mask have extremely hard edges.
Title: Re: Procedural Terrain Library
Post by: AP on July 15, 2016, 10:19:22 PM
Fake stones shader Scale and Tallness functions based on altitude.
Title: Re: Procedural Terrain Library
Post by: AP on January 01, 2017, 02:41:34 AM
A set of 20 Rocks.
Title: Re: Procedural Terrain Library
Post by: AndyWelder on January 01, 2017, 03:11:29 AM
Thank you for the rocks, AP!
Title: Re: Procedural Terrain Library
Post by: bobbystahr on January 01, 2017, 04:13:31 AM
How very Scottish, a New Year's pressie, me old Dad would be happy for me were he alive. Thanks very much Chris.
Title: Re: Procedural Terrain Library
Post by: Kadri on January 01, 2017, 06:39:08 AM

Thanks for sharing. I like the first ones especially.
Title: Re: Procedural Terrain Library
Post by: yossam on January 01, 2017, 02:45:48 PM
Thanks................ ;D  #5 looks like the flaky biscuits in a roll.
Title: Re: Procedural Terrain Library
Post by: Agura Nata on July 19, 2017, 11:53:03 AM
Thanks for sharing, great stuff!
Title: Re: Procedural Terrain Library
Post by: AP on August 08, 2017, 05:02:21 AM
A set of 12 Soft Stones.

Note: The Soft Stones reference image is 1 to 12 from top to bottom.
Title: Re: Procedural Terrain Library
Post by: AndyWelder on August 08, 2017, 05:18:21 AM
Thank you for these files! I'm pretty sure they will be fun to play with.
Title: Re: Procedural Terrain Library
Post by: Dune on August 08, 2017, 12:16:54 PM
Always interesting, thanks, AP.
Title: Re: Procedural Terrain Library
Post by: Oshyan on August 08, 2017, 05:55:03 PM
Oh, very nice indeed AP!

- Oshyan
Title: Re: Procedural Terrain Library
Post by: AP on August 09, 2017, 07:46:51 PM
You are all welcome.
Title: Re: Procedural Terrain Library
Post by: AP on August 13, 2017, 04:59:39 AM
A set of 12 Different Terrains.

Note: The Different Terrains reference image is 1 to 12 from top to bottom.
Title: Re: Procedural Terrain Library
Post by: luvsmuzik on August 13, 2017, 08:43:02 AM
Thanks for these AP, .....more nodes.... :) :)
Quote from: AP on August 13, 2017, 04:59:39 AM
A set of 12 Different Terrains.

Note: The Different Terrains reference image is 1 to 12 from top to bottom.
Title: Re: Procedural Terrain Library
Post by: Kadri on August 22, 2017, 04:11:29 PM

Here is a sinkhole.
But when you change the "Displacement amplitude" in the "Fractal terrain 01" node you can get a rock tower like the second image.
[attach=1]
I used the sinkhole in the VR contest. I posted some wip  images of the rock tower version here around but can't find it.


Title: Re: Procedural Terrain Library
Post by: AndyWelder on August 22, 2017, 04:30:13 PM
Thank you, Kadri. I promise I will respectfully dissect this one.  ;D
Title: Re: Procedural Terrain Library
Post by: Martin on August 22, 2017, 04:38:21 PM
Quote from: Kadri on August 22, 2017, 04:11:29 PM

Here is a sinkhole.
But when you change the "Dsiplacement amplitude" in the "Fractal terrain 01" node you can get a rock tower like the second image.
[attach=1]
I used the sinkhole in the VR contest. I posted some wip  images of the rock tower version here around but can't find it.

Absolutely beautiful. Getting such a nice rock effect just by using a warp shader with extra roughness on a strata layer. Amazing.
Title: Re: Procedural Terrain Library
Post by: Kadri on August 22, 2017, 06:24:53 PM

Thanks guys, have fun :)


Unlike the file above these files need more work unfortunately.
I got bored testing on them.
Hope you find them still useful.
It is a basic version that i used here in different ways:
http://www.planetside.co.uk/forums/index.php/topic,20419.msg237689.html#msg237689

I showed the foreground in the first file just to show the problematic parts.
From faraway it "kinda" works. There is no strata node in this and the second file.

The second snowy one is just another different test.

The third file is from 7 years ago and was a different try with the strata node.
I wanted to play with it some day ones again, but it was just sitting around on my hard drive unnecessarily.
Title: Re: Procedural Terrain Library
Post by: AP on August 22, 2017, 06:43:42 PM
The "02_sinkhole and rock tower" image appears somewhat reminiscent of such terrain features represented from this photograph.

https://images.robertharding.com/preview/RM/RH/HORIZONTAL/6-2352.jpg
Title: Re: Procedural Terrain Library
Post by: Kadri on August 22, 2017, 06:49:13 PM

Yes kind of.

Nice photos there:
https://www.robertharding.com/index.php?lang=en&page=search&s=eroded%2Blandscapes&smode=0&zoom=1&display=5&sortby=0&bgcolour=white
Title: Re: Procedural Terrain Library
Post by: AP on August 22, 2017, 06:57:17 PM
Quote from: Kadri on August 22, 2017, 06:49:13 PM

Yes kind of.

Nice photos there:
https://www.robertharding.com/index.php?lang=en&page=search&s=eroded%2Blandscapes&smode=0&zoom=1&display=5&sortby=0&bgcolour=white

Indeed.
Title: Re: Procedural Terrain Library
Post by: Dune on August 23, 2017, 02:38:28 AM
Interesting stuff, guys. The funny thing is, I really don't use rocks for my work, but I'm constantly drawn to test new setups to get nice rock displacements. They're awfully intriguing.
Title: Re: Procedural Terrain Library
Post by: AndyWelder on August 23, 2017, 01:15:12 PM
Quote...when you change the "Displacement amplitude" in the "Fractal terrain 01" node you can get a rock tower
Shouldn't that be the "Displacement offset"?
Title: Re: Procedural Terrain Library
Post by: Kadri on August 23, 2017, 01:29:51 PM

I wrote just one way. There are more ways to get that effect as always in Terragen.
Title: Re: Procedural Terrain Library
Post by: Kadri on August 23, 2017, 01:32:18 PM

Use 11000 instead of 15000 in displacement amplitude for example.

Or use only 3000 instead of 1900 in displacement offset.

Or change displacement spike limit to "0.3" etc.
Title: Re: Procedural Terrain Library
Post by: Kadri on August 23, 2017, 01:48:56 PM

Andy you know Terragen is such a beast even when you only change the noise variation from "2" to "2.6" you get a rock tower.
That is what makes it hard to test but still fun to play :)
Title: Re: Procedural Terrain Library
Post by: AndyWelder on August 23, 2017, 01:54:29 PM
Thank you, Kadri, for explaining this.  And indeed, this beast has to be approached with subtile moves most of the times...
Title: Re: Procedural Terrain Library
Post by: Kadri on August 23, 2017, 08:35:22 PM
Quote from: AndyWelder on August 23, 2017, 01:54:29 PM
Thank you, Kadri, for explaining this.  And indeed, this beast has to be approached with subtile moves most of the times...

:)

Quote from: Dune on August 23, 2017, 02:38:28 AM
...I'm constantly drawn to test new setups to get nice rock displacements. They're awfully intriguing.

Indeed :)
Title: Re: Procedural Terrain Library
Post by: Kadri on May 21, 2018, 11:21:34 AM

Posting clouds in this section sounds a little strange.
Have a look at this file from this thread and play with it as you like:
https://planetside.co.uk/forums/index.php/topic,24508.msg248997.html#msg248997

The file might be a little different and is without the texture image. Use any image you like instead.





Title: Re: Procedural Terrain Library
Post by: bobbystahr on May 21, 2018, 02:16:30 PM
Quote from: Kadri on May 21, 2018, 11:21:34 AM

Posting clouds in this section sounds a little strange.
Have a look at this file from this thread and play with it as you like:
https://planetside.co.uk/forums/index.php/topic,24508.msg248997.html#msg248997

The file might be a little different and is without the texture image. Use any image you like instead.







Again, thanks man.
Title: Re: Procedural Terrain Library
Post by: Hannes on May 22, 2018, 04:40:29 AM
Thanks a lot, Kadri. One of the most unusual things in TG so far, I guess.
Title: Re: Procedural Terrain Library
Post by: bobbystahr on May 22, 2018, 09:54:17 AM
Quote from: Hannes on May 22, 2018, 04:40:29 AM
Thanks a lot, Kadri. One of the most unusual things in TG so far, I guess.

Ain't it just....Kadri's the Prime Experimenter in the forum for sure for wild and crazy ideas.
Title: Re: Procedural Terrain Library
Post by: Jo Kariboo on December 06, 2020, 05:30:21 PM
Très intéressant. Merci beaucoup AP !