Hi List,

Thanks and thanks to all for the data.

Seems a lot of this ground was covered with Marks post Oct and those supreme
landscape jpgs he posted.

Terragen versus World-Machine may be an issue but maybe it's only one many.
Bumps, Displacements, etc.

The rocket science at this stage is beyond my time resources to even get
close to. I have "stolen" the various procedures posted, of course, and they
are in that bulging file called "how-to-in-RS".

I will keep my own solution for the time being which is to set up as complex
sds or analytic surfaces as I think the machine will attempt and then simply
mangle the default values of my favourite materials (eroded, brushing and
dirt as the most robust, go anywhere, do anything band-aids in the box), and
try to end up with something that sort of maybe looks semi-Ok ... "in the
dusk with the light behind her" as the opera goes.

The WM thing, for me, was the 8k x 8k pixel file size which is slightly
smaller than I would prefer but I could live with it, anyway it's what
caught my eye.

Thanks again

Neil Cooke

----- Original Message -----
From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, October 29, 2005 1:58 AM
Subject: Re: WorldMachine and RS and Displacement and Height maps ...
ADDENDUM


>
> Hi Guys,
>
> Forgot this.
>
> RE - CONVERT THE TARGA TO A JPG. I used the free XNVIEW APP to do this,
but
> any graphics app should be able to do same
>
> Aidan
>
> At 13:54 28/10/2005, you wrote:
> >Hi George and all,
> >
> >Spent some time last night in the IRC with Timo and Boris working out
what
> >to do with Height Maps / Height Fields exported out of World Machine, or
> >apps of that ilk. In my case I did a test and Exported out of WM as a
TGA.
> >
> >STOP - CONVERT THE TARGA TO A JPG. Strangely I have found that if I use a
> >TGA first out, in the Shader in RS, it does not work. If I initially load
> >a JPG version all is fine. Then replace it with the Targa - IT THEN SEEMS
> >TO WORK WITH TARGA. A bug Maybe? Not Sure ... After you have got through
> >below and know what I mean, try it.
> >
> >SO, I then launched RS, and created a new VSL Material with just a Bump
> >Map VSL object inside a Surface Geometry Shader.
> >
> >DO NOT USE  THE WIZARD TO CREATE A BUMP MAP - IT DONT WORK, as Timo said,
> >quiet eloquently - its F**ked.
> >
> >Instead do this:
> >
> >1. Open a new project
> >2. Go to the MATERIALS Tab in the Select Window [ usually Left side strip
> >under File menu on default environment ]
> >3. Right click in between AND NOT ON the default Materials. Select PURGE
> >to clear out the defaults and create a blank space.
> >4. Right click again and select NEW, VSL MATERIAL
> >5. The Material Preview Square appears - Double Click this
> >6. AVOID THE WIZARDS - Just click / tick advanced
> >7. Select the Material Folder object [ top left in the Shaders tab under
> >the word Shaders ]
> >8. Now right click this and select New, Shader
> >9. A Sub Object Appears Called Surface properties  - we need to change
this
> >10. Look further down the screen underneath the VSL OBJECTS Section at
> >Shader Type
> >11. Click the little down arrow to see the contents of the  drop box
> >and  Select SURFACE GEOMETRY instead
> >12. Now look back up the screen - the Sub Object has changed to SURFACE
> >GEOMETRY
> >13. Next we look at the VSL OBJECTS section. From here Drag and Drop the
> >BUMP OBJECT into the Surface Geometry Sub Folder
> >14. You should now have:
> >
> >Material
> >I_____Surface Geometry
> >            I_____________Bump Height=Bump [ Map coords ]
> >
> >
> >15. Look under the Vsl Objects section and you will see the Bump Object
> >Properties. At this stage all you need to do is load your saved JPG
Height
> >Map image into the File section.
> >16. Once loaded, way up top left above the ADVANCED tick box TICK
PREVIEW.
> >You should now see your Bump Height Map Preview
> >17. IMPORTANT - Below in the Bump Mapping Properties, under Vsl Objects,
> >set the Bump Height to something like 0.01. Remember this number.  I also
> >realise you cannot see the Bump in the preview anymore just a smooth
> >sphere, dont worry. Change back to 0.1 again and its back. 0.01 is a low
> >height, too low to be visible in the preview.
> >18. Close the Material Properties window
> >19. In the Select Window switch over to the GEOMETRIC OBJECTS Tab, the
> >first one left of the Materials tab
> >20. Select the SDS Tab above left and now click on the SDS Rectangle,
> >before accepting and / or drawing, we need to increase the resolution of
> >the rectangle. Change the U and V from default 2 to 10.
> >21. Before Drawing, go to the top view
> >22. Now drag out your Rectangle from above
> >
> >NEARLY THERE
> >
> >23. Under the GEOMETRIC OBJECTS Tab you should have ROOT and a Subdiv
> >object [ the rectangle ]. Double click the Sub Div Object to go to its
> >properties.
> >24. Look down to the RENDERING SUBSECTION - Max Displacement. Its at
> >0.0000 at the moment. Change this to the same Number you used in step 17
> >above - 0.01
> >25. Close the Object Property Window. Make sure the SubDiv Object is
still
> >selected and go across to the Materials Tab to our VSL Material we
created
> >earlier.
> >26. Right click the Material, MAP and PARALLEL.
> >27. Still in the top view - click the top left of the Rectangle Mesh and
> >drag out to the bottom right of  same to apply the Parallel Map.
> >28. Now go back to the Front view and ALT RIGHT MOUSE in the view until
> >you have a perspective view you like. NOW HIT THE RENDER BUTTON
> >29. You should now see a Displaced HEIGHT MAP on your rectangle.
> >
> >WHAT IS A DISPLACEMENT MAP? Well from what I understand it physically
> >alters the geometry of the surface to the 'shape' of the Height Map as
> >opposed to applying just a bump map which gives the illusion, but does
not
> >change the geometry. Shadows will work with the displaced surface ... I
> >Think, over to the guru's!
> >
> >30. Mess around with the 0.01 figure - increase / decrease and see what
> >you get. Remember higher amounts of displacement takes longer to render
> >AND  if you change the number make sure you do so for both the Rectangle
> >Object Properties [ rendering, max disp ] and the Material Properties [
> >Bump Height ]
> >
> >
> >Phew, loads of steps, but I did this in a way that made no assumptions of
> >knowledge. I realise this may be too simple for Guru's, but its written
> >for us grunts down in the trenches :)
> >
> >Cheers
> >Aidan
> >
> >
> >At 20:22 27/10/2005, you wrote:
> >>Hi Mark, List,
> >>
> >> > BTW: see http://www.world-machine.com for some fascinating new
landscape
> >> > simulation software!
> >>
> >>Is the interface with RealSoft real easy?
> >>
> >>Neil Cooke
> >>
> >>
> >>----- Original Message -----
> >>From: "Mark Heuymans" <[EMAIL PROTECTED]>
> >>To: <[email protected]>
> >>Sent: Friday, October 28, 2005 2:15 AM
> >>Subject: Re: back online finally
> >>
> >>
> >> > At 06:43 PM 10/26/2005 -0400, you wrote:
> >> >
> >> > >Hi List :
> >> > >
> >> > >    Not dead . My computer was , for 2 1/2 months however . Myself ,
I
> >> > >spent that time mostly out of town , 1 month on vacation and 1 1/2
months
> >> > >on another Hydro generator rebuild project . Home once and a while
on
> >> > >Sundays and the time I did put toward getting the virus's out was
mostly
> >> > >wasted ... they turned out to be on the network as well .
> >> > >
> >> > >    Anyway , I hope all is well with everyone here , and that all
had an
> >> > >enjoyable summer and a nice autumn , so far .
> >> > >
> >> > >     Thousands of emails to catch up on now that that out of town
project
> >> > >has ended and I'm finally back online , with a good firewall this
time !
> >> > >
> >> > >Cheers
> >> > >Garry Curtis
> >> >
> >> >
> >> >
> >> > Welcome back, I was just getting worried... ;)
> >> >
> >> > SP2 has been out for a while now but it's been very quiet on this
list
> >> > lately. Maybe SP2 solved so many problems there are no issues left?
> >> >
> >> > BTW: see http://www.world-machine.com for some fascinating new
landscape
> >> > simulation software!
> >> >
> >> >
> >> > cheers,
> >> > Mark Heuymans
> >> >
> >> >
>

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