Sample Worlds Torn Apart - Terrain Editor

Now let's move on to the Terrain editor. This shows a planetary radius of 6,000,000 meters, slightly smaller than the Earth. The mountain height is a texture, and the material editor provides ground color.

Terrain Shape

Looking at the Texture Editor for Mountain Height, this is composed of a single unblended texture with a World Position seed on the base of the kickstand, no distortion, a Mountain Fractal generator, and an Output Control curve which is another no-op.

 
 

The effective entries on the fractal control are 280,000 meters for the fractal "peaks", and 22,000 as a multiplier for the scale. This indicates "normal" mountain peaks should probably be in the 20,000 meter range. A look at the grayscale images, though, gives another story: the peaks are somewhere around 48,000 meters tall, while the valleys bottom out at 16,000 meters. Just for ducks, change the Zero Offset value from -0.4 to 0, and see what happens. This gives lower (no longer snow-covered) peaks and deeper valleys - the range in the grayscale image shows -7,000 to 32,000. A "Zero offset" of +.4 makes the terrain even lower: -17,000 to +17,000. This follows the definition of the Zero Offset value in the Pro UI description of a Mountain Fractal (page 198 in the MW manual): "Generally, a value of 0.0 produces a very smooth terrain; negative values produce higher and rougher terrain, positive values are smoother." Effectively the function distortion produced by the Zero Offset field has given generally higher terrain with dramatic peaks when set to the -0.4 value.

The displays also have a "camera height" which moves the point of view closer or futher away. Be aware that the closer view is not necessarily a blow-up of the previous view, but just a sample. Looking at the mountain height terrain in the texture editor shows a minimum (valley) depth of -1155m at a camera height of 200 km. Zooming out would presumably include the area shown by the closer view, but the 400 km view has a minimum of only 2593. Consider the terrain to be a "representative sample." An alternative terrain sample from the actual planet, instead of a "generic" image, can be selected by clicking on the mountain icon, to give you another example. (This appears to work only once at any given altitude. Zoom in or out and click it again to get another sample).

Terrain Color

 
 

The Material Editor gives us the green terrain with snow on the mountain tops by defining two different colors and a boundary condition between them. The first material, the green vegetation, and the second, the snow, have constant color values and "shinyness". For both of these the displacement field is set to zero, which means that no bump is being added and this material just "colors" the base terrain. Using displacements on terrains is a tricky business, and there's a bug in 1.1 with blending on a slope that will cause displacements not to show up at all.

The blend between the two is based on altitude and slope together.

 
 

If you changed the blend to pure altitude, the snow line would be governed entirely by the curve editor, and our current curve (discussed in just a minute) would give a very definite flat boundary right around 45,000 meters.

Selecting the "Altitude and Slope" shows a slope weight of 15,000. This is used to "adjust" the color boundary for more level terrain. For a slope-altitude combo, the slope value (between 0, for a vertical, and 1, for a horizontal) is multiplied by the weight and added to the actual terrain altitude to get an "effective" altitude. This tends to drop the snow line when the terrain is more level. A flat plateau 15,000 meters below the "official" snow line would be white.

As a side note, slope values are not linear; they are computed as the cosine of the slope angle, which gives 1 for 0 degrees and 0 for 90 degrees.

The real boundary determination is done in the Output Control curve editor. This gives a sharp change toward the right-hand side of the graph.

To figure this out:

  • The horizontal (X) axis is the input, which is modified terrain height. The range of input values or altitudes covered by this graph is 0 to 50,000 as given by the curve Min and Max Input fields.

  • Click on the low point at the bottom of the sharp rise. The input value at this point, displayed at the bottom of the curve editor, is just about 44,333. This is where color change will begin.

  • Click on the high point at the top of the rise. The input value here is 45,833. After this, the color will be completely switched.

  • Values in between these two altitudes will be a mixture of green and white. Add a point in the middle of the slope, half way between the top and the bottom, which would indicate a 50-50 mixture of green and white colors. The X value (altitude) for this point should be pretty close to 45,000.

In fact, when the Y axis is at 0.5 (the output value), the input is 45,333.

Now, which color is which? The "first" color, which is the material above the blend, is the green, and is associated with the vertical (Y) axis at the bottom. The second color, below the blend node, is the white snow color, and is assigned to the higher end of the Y axis. This means a modified altitude of 44,333 is about where the green will begin to change to the white. Since the curve is extremely sharp and rises almost vertically, the change will be quite abrupt. At 45,833 the curve maxes out, and height values larger than this will be colored snow white.

The variation in snowline is provided by the slope of the mountain terrain. Flatter slopes below this line will have snow. In fact, a plateau at 30,000 meters would be adjusted by the slope weight to something closer to 45,000 meters. This is going to be partially snow-covered according to the blend curve.

Part One sections:

Part Two sections:

Back to Generator Tutorials

Home