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 Post subject: Procedurality Alpha maps
PostPosted: Sun Jan 31, 2010 6:34 am 
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Joined: Sun Jan 31, 2010 5:53 am
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Hi. I started using/studying Procedurality a couple of days ago. It's pretty nifty. Surprised at it's flexibility. Though i'm a bit mathematically bad in regards to most of it. Though I have liked playing with the terrain generation. So following that I was trying to figure out how TT manages excellent landscapes. The paper listed for a read helped understanding terrain generation, but doesn't really cover how to get the textures going.

I found over the internet that there is a texturing technique called Texture Splatter. The results looked amazing like TT. Terrain splattering however uses Alpha Maps based on the terrain.

What I can't seem to figure out, mainly because of my lack of math understanding in this regards. How does TT manages to generate the ridge, grass, sand, dirt, snow maps. Though I suspect coral, underwater pebel maps are also doable.

Assuming using the terrain code from the ExampleTerrain
I figure a ridge map must only create a 0-1 difference in the areas where there is difference on the von-nueman process. Any area that has no difference of greater than T (?) the difference of a nearby cell then produces a 0. Assuming T is something along the line of 30% or .3 (?). When the nearby cells produce a difference of greater than T. then 0.1+ is generated.

The problem with this that I just don't have any idea of what methods, process or parameters I would call with the api. I could manually create something like this, but it would be unoptimized.

In regards to sand, snow, dirt. I suppose it would be along the lines of checking height and T of nearby cells being within the the range produces "showing" values.

So assuming ExampleTerrain code. What procedures would I want to use to get ridge and various other maps?

Sorry to be a pain, but I'm just not familiar enough with what's going on to understand the mathematical language and process used.

edit:
http://oddlabs.com/forum/viewtopic.php?t=24
found this thread. Which informs that you don't use splatting. That ok. Though I still looking to find out how you make the alpha maps :)


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 Post subject:
PostPosted: Thu Feb 04, 2010 2:51 am 
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Joined: Sun Jan 31, 2010 5:53 am
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well i figured out how to do a ridgemap. I found Channel.lineart().brightness(3.0) works well. I then used Channel.channelSubtract(ridgemap) to remove the ridge place for a groundmap. which I also increased brightness.

I would like to figure out how to create new channels based on depth so I can get others like, snow, underwater, sand... basicly other hegihts.


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