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On 10-3-2017 8:20, Mike Horvath wrote:
> On 3/9/2017 7:21 AM, Thomas de Groot wrote:
>> A fairly simple way to avoid most of those water cylinders sticking out
>> of the landscape at the edge of ponds, especially if those landscapes
>> are rugged, is too drastically lower the MaxPondTests parameter. In the
>> attached image I used a value of 5, instead of 100 previously.
>>
>
> Are you making a script that can be applied to any heightmap/terrain
> generically? I would like to use it in one of my projects.
>
>
> Mike
As far as I am aware, Kirk's original code can be applied /as is/ to any
height_field at large. I am applying it without change, only playing
with the parameters. Is that what you mean?
--
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> Another one.
>
>
> --
> Thomas
I can imagine some virtual character living on this area.
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On 3/9/2017 7:21 AM, Thomas de Groot wrote:
> A fairly simple way to avoid most of those water cylinders sticking out
> of the landscape at the edge of ponds, especially if those landscapes
> are rugged, is too drastically lower the MaxPondTests parameter. In the
> attached image I used a value of 5, instead of 100 previously.
>
Can we get a closeup of what the individual water cones and cylinders
look like? I'm wondering if the result will still look good from a near
distance.
Mike
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On 3/10/2017 2:54 AM, Thomas de Groot wrote:
> On 10-3-2017 8:20, Mike Horvath wrote:
>> On 3/9/2017 7:21 AM, Thomas de Groot wrote:
>>> A fairly simple way to avoid most of those water cylinders sticking out
>>> of the landscape at the edge of ponds, especially if those landscapes
>>> are rugged, is too drastically lower the MaxPondTests parameter. In the
>>> attached image I used a value of 5, instead of 100 previously.
>>>
>>
>> Are you making a script that can be applied to any heightmap/terrain
>> generically? I would like to use it in one of my projects.
>>
>>
>> Mike
>
> As far as I am aware, Kirk's original code can be applied /as is/ to any
> height_field at large. I am applying it without change, only playing
> with the parameters. Is that what you mean?
>
Yes, thanks.
Mike
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Are there any free tools that will generate both the eroded terrain
mesh, as well as a mesh of the water surface? I've messed around with
World Machine, but it only does the former.
Mike
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On 10-3-2017 11:52, Mike Horvath wrote:
> Are there any free tools that will generate both the eroded terrain
> mesh, as well as a mesh of the water surface? I've messed around with
> World Machine, but it only does the former.
>
>
> Mike
As a free tool, Wilbur does a pretty good job for the terrain
http://www.fracterra.com/wilbur.html
I do not know of a /free/ tool doing both terrain /and/ water. Otherwise
there is GeoControl2 (now WorldCreator;
http://www.cajomi.de/GeoControl/geocontrol.htm offline at the moment)
and - I think - Leveller that do that I believe
http://www.daylongraphics.com/products/leveller.php.
--
Thomas
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On 10-3-2017 11:50, Mike Horvath wrote:
> On 3/9/2017 7:21 AM, Thomas de Groot wrote:
>> A fairly simple way to avoid most of those water cylinders sticking out
>> of the landscape at the edge of ponds, especially if those landscapes
>> are rugged, is too drastically lower the MaxPondTests parameter. In the
>> attached image I used a value of 5, instead of 100 previously.
>>
>
> Can we get a closeup of what the individual water cones and cylinders
> look like? I'm wondering if the result will still look good from a near
> distance.
>
>
> Mike
From nearby it does not look too good, I can tell you.
--
Thomas
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Attachments:
Download 'ka_water4.jpg' (156 KB)
Preview of image 'ka_water4.jpg'
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On 10-3-2017 13:16, Thomas de Groot wrote:
> On 10-3-2017 11:52, Mike Horvath wrote:
>> Are there any free tools that will generate both the eroded terrain
>> mesh, as well as a mesh of the water surface? I've messed around with
>> World Machine, but it only does the former.
>>
>>
>> Mike
> As a free tool, Wilbur does a pretty good job for the terrain
> http://www.fracterra.com/wilbur.html
>
> I do not know of a /free/ tool doing both terrain /and/ water. Otherwise
> there is GeoControl2 (now WorldCreator;
> http://www.cajomi.de/GeoControl/geocontrol.htm offline at the moment)
> and - I think - Leveller that do that I believe
> http://www.daylongraphics.com/products/leveller.php.
>
Well, World Creator seems now to be here: http://www.world-creator.com/
--
Thomas
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On 3/10/2017 7:56 AM, Thomas de Groot wrote:
> On 10-3-2017 13:16, Thomas de Groot wrote:
>> On 10-3-2017 11:52, Mike Horvath wrote:
>>> Are there any free tools that will generate both the eroded terrain
>>> mesh, as well as a mesh of the water surface? I've messed around with
>>> World Machine, but it only does the former.
>>>
>>>
>>> Mike
>> As a free tool, Wilbur does a pretty good job for the terrain
>> http://www.fracterra.com/wilbur.html
>>
>> I do not know of a /free/ tool doing both terrain /and/ water. Otherwise
>> there is GeoControl2 (now WorldCreator;
>> http://www.cajomi.de/GeoControl/geocontrol.htm offline at the moment)
>> and - I think - Leveller that do that I believe
>> http://www.daylongraphics.com/products/leveller.php.
>>
>
> Well, World Creator seems now to be here: http://www.world-creator.com/
>
World Creator looks really neat. Too bad my skills suck. Maybe a
volunteer will appear one day and make some better terrain for my Lego
project.
Mike
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On 10-3-2017 17:50, Mike Horvath wrote:
> World Creator looks really neat. Too bad my skills suck. Maybe a
> volunteer will appear one day and make some better terrain for my Lego
> project.
>
>
> Mike
Depends on what you need :-)
--
Thomas
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