Started by Daniil, November 05, 2017, 12:15:14 pm
Quote from: bigben on November 12, 2017, 07:53:41 pmLooking very interesting . Do you have any recommendations of settings for real world DEMs relative to pixel size? Having a play anyway.
Quote from: blinkfrog on November 10, 2017, 09:15:19 amI want to tell about one of my favorite features - "Mask as precipitation amount" masking mode. All masking modes allow to partly erode landscape, but "Mask as precipitation amount" does this in a special way - it sets the amount of water rained in particular region. Note that all other landscape can be eroded too, but fluvial erosion will start only in selected area. This is a great tool. In the simple case "Simple shape" shader is a very good for feeding Mask input of Classic Erosion shader: you could see a nice example on my website.Using "Distribution shader" or "Surface layer" allows even more complex behaviour. For example, it is possible to create a simple model of orographic precipitation. In real world precipitation usually greatly varies for different areas. For simplified example, if there are mountains, water from the air will be condensed and fall mainly in these mountains (because of lower temperatures and some other factors), eroding them much more than lowlands. This scenario can be imitated using distribution shader.Let we have uneroded landscape:[attach=1]We can add a distribution shader and set it to select mainly high-altitude areas:[attach=2]Now we can attach it's output to Classic Erosion mask input and erode landscape using mask in "Mask as precipitation amount" mode. Result is more interesting than just "Erosion everywhere" (picture made using 1024 resolution available in free version of Classic Erosion):[attachimg=3 width=800]Edit: pic with fixed green: [attach=5]And .tgd-file is attached.On a wider area with more expressed mountain ranges and lowlands result can be even more pronounced and interesting.It can be a good idea to select mountains more aggressively, leaving all lowlands in black and then adding 0.05 scalar to these black areas to simulate relatively rare rains.