Heightfields

[[13-01-01-SOP]] [[12-01-01-Gaea]] [[17-01-01-Modeling]]

#Export to Unreal:

middle point: 149, 149, 149 #959595

  • 16-bits
  • grayscale
  • png or raw

landscape ize; unreal docs

Lanscape.hiplc


Principles

Make in passes from:

  • Low Massing: make a volume (bigger than end result)
  • Low Add obstacles and disturbance for better erosion
  • Low Layers to Erosion
  • Low erosion for massive (mid range) sculpts
  • Med geological formations like terracing
  • High Erosion

Mix layers

  • Add Subtract - masks, good transitions TOP: gradient , bottom pattern
  • Overlay - Smoother than addsub. less useful for mask, for blend height car about 50%, bottom gradient
  • Min, Max - boolean in heights cz wspola/ Blend!!!

Heightfields

Building

  • Noise
  • Project
  • Distort : by noise or layer
  • Terrace
  • Flow Lines : - Simple version that create Water flow - Wain Amount / density Spread Smooth (Adjust Height - Add to H.)

Layers

Change size

  • Remap - change H (Y)
  • Crop - change X,Z
  • Transform - move / scale
  • Resample - dense

Export

  • Heightfield Output > convert to image
  • Convert

Erosion

Erosion create Voxel grids:

  • mask
  • sediment (osady) - yellow
  • bedrock (podłoże) - violet
  • debris - orange
  • water - green

Global Erosion, Erodability & Erosion rate - are multiplayers

       
Resample 256 1024 2048 4096
Rescale 100 (.1 of orginal) 200 (.2) 1000 (1) 5000 (5)

Hydro

Hydro only default Erodability x4 Riverbed x4 only Riverbank x4 only

Bank Angle - Threshold angle. (Low values will make erosion on flatter planes more erosion with longer slopes and expanded riverbed)
Spread Itterations - (high: longer slopes and expanded riverbed)

Hydro Advanced

Removal Rate - How much of debris to remove (-1 Accumulate a lot), (1 - Cuts but not debris)
Max Depth - Stop when debris reach level
Grid Bias - (-1 Sand on the Ground), (1- Leave sand on cliffs/slopes) Bias angles

Erodibility Adjustment

Ramp-up Iterarions - How many itters before full erosion (0 - Immediately)
Initial factor - Strength of erosion in initial movement
Slope Factor - (0 - Everything, will erode), (0.8) Less erosion (stip lot of, shallow little)

Riverbed (koryto)

Erosion Rate Factor -
Deposition Rate - Removal rate
Sediment Capacity - How much debris can be carry by sediments down (pojemność osadów)

Riverbank (brzeg)

Max Bank To Water Ratio -

Thermal

  no erosion erosion 1 erosion 4
 

Heat based. mostly about mountaintops
Cut Angle - Threshold angle. (Angle grater than value will be considered as erodible )(0 for more sand soft tops, 90 low erosion)

Thermal Advanced

Remove Rate - (-1 - Add more debris , +1 Remove debris )
Max Debris Depth -
Grid Bias - change values per angle

. -1 debris remain on ground debris remain on slopes +1  
Grid Bias  
Remove Rate
0.7 / -1/ 0      

Precipitation (opad)

Precipitation - How much water. High to erode quicker. (AMOUNT)
Density - how much low: more lines hi: wide and rear lines - High to erode quicker (AMOUNT)
Evaporation rate - how much water to sink

  Amount 0.3 Amount 0.6 Rate 0.5
Density 0.05
Density 0.6

Water Flow

Debris Flow

Spread Itter - 4 low -fine lines , 15-20 - is middle , hi - large chunks of sand (AMOUNT)
Max Height - how height debris can build up - high value can create interesting cliff pattern (bolders?)

lobes - płaty

default thermal

Unreal

.r16

Landscape Size

     
SectionSize 7x7 LOD sections more aggressively at a higher CPU cost. 256x256 fewer components and is less costly on the CPU. (for large landscapes)
Sections per component 1x1 reduced CPU calculation time too many vertices at once 2x2 possible that one component could be rendering four different LOD’s
num components Tiles count  
Overal resolution final size 1+(SectionSize * NumOfComp * Sectionspercomp)  

Height

512 jednostek w unrealu. 256 up + 256 down

-256 to 255.992 and stored with 16 bit precision. multiplied by the Z

scale value of 1 results in a maximum height of roughlty 256 centimeters (cm) and a maximum depth of -256cm. Therefore, at the default Z scale value of 100 your height values with be between 256 meters (m) and -256m.

  ||||||
  |--|--|--|--|--|
  |**Bank Angle** 30 85| Threshold angle. (Low values will make erosion on flatter planes more erosion with longer slopes and expanded riverbed)    | <img src="/src/hou/heightfields/hydro/003.png">  | <img src="/src/hou/heightfields/hydro/004.png">  
  |**Spread Itterations** 20 - 60  |(high: longer slopes and expanded riverbed)     | <img src="/src/hou/heightfields/hydro/005.png">  | <img src="/src/hou/heightfields/hydro/006.png">  
  Erosion rate main | | <img src="/src/hou/heightfields/hydro/001.png">  | <img src="/src/hou/heightfields/hydro/002.png">  
  ||**Hydro Advanced**
  |**Removal Rate** | How much of debris to remove (-1 Accumulate a lot), (1 - Cuts but not debris)     |
  |**Max Depth** | Stop when debris reach level      |
  |**Grid Bias** | (-1 Sand on the Ground), (1- Leave sand on cliffs/slopes) Bias angles    |
  ||Erodibility Adjustment
  |**Ramp-up Iterarions** | How many itters before full erosion (0 - Immediately)      |
  |**Initial factor** | Strength of erosion in initial movement      |
  |**Slope Factor** | (0 - Everything, will erode),  (0.8) Less erosion (stip lot of, shallow little)   |  
  ||Riverbed  (koryto)
  |**Erosion Rate Factor** 0.2 - 0.6  |
  |**Deposition Rate** | Removal rate     |
  |**Sediment Capacity** |  How much debris can be carry by sediments down (pojemność osadów)  |
  |**Riverbank:** (brzeg)|


  0
  1 2 3 - resolutions
  4 - hydro 1
  5 - ------tes off riversite and rivebet x0
  6 - hydro/erodability 4                vvvvvvvvvv
  7 - hydro advanced/ riverbed 4        vvvvvvvvvvvvv
  8 ------------------------------------- same rest others
  9 - hydro advanced / riverbank 4        vvvvvvvvvvv
  10 -------------------------------- same rest others



  - termal 1
  - ----------------------      global 4
  -  termal / erodability  4
  - grid bias - 14
  - grid + 15

  16
  17
  18

  on multi 4 opad:

  19 - am 0.3, dens 0.05 . rate 0.04
20 - am 0.6, dens 0.05 . rate 0.04
  21 - am 0.3, dens 0.6 . rate 0.04
  22- am 0.6, dens 0.6 . rate 0.04
  23- am 0.6, dens 0.05 . rate 0.5
  24- am 0.3, dens 0.6 . rate 0.5