Announcement

Collapse
No announcement yet.

The Eden Project

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    The noise part I got down, I just want to make an artist friendly interface for it in the editor.

    Anyways I spent tonight recoding normal generation, haven't got it right yet:

    Click image for larger version

Name:	20160809_233300_normals.JPG
Views:	1
Size:	29.3 KB
ID:	1113450

    And it's going to need a bunch of optimization (some how)...

    Leave a comment:


  • replied
    Originally posted by ioFlow Studios View Post
    Ok, got height going again, now I'm looking at implementing some nicer noise than basic sine waves.

    I really like the way this guy does it with a node editor (disclaimer, this is NOT eden) :



    But I don't know if there's a way to implement a custom node graph like that in the editor... any suggestions?
    I had something similar working on my terrain gen when I was using UnrealLibNoise (sadly GPL).



    I'm using FastNoise now which is MIT, but only put a very basic wrapper around it. Shouldn't be a lot of work, might spur me on to finish 'Unrealing' it. All that needs doing really is:

    Make the noise generator a UObject module (already done)
    Create a blueprint 'select' module with three noise module inputs for blending.

    Urm that's about it actually. I should really crack on with it

    Leave a comment:


  • replied
    Got to admit this is coming together really well.

    As for the Node editor - I would ask Ali as he has made a few node based tools.

    Leave a comment:


  • replied
    quick video showing planet rebasing I just got going on the weekend:



    This a sneaky way of avoiding jittering problems that occur when you have very large numbers in the positions of your vertices (because they're based on floats which can't store large numbers accurately).

    When you rebase like this, it means that all the verts with large position numbers are so far away you can't see the jitter anyway

    Leave a comment:


  • replied
    Ok, got height going again, now I'm looking at implementing some nicer noise than basic sine waves.

    I really like the way this guy does it with a node editor (disclaimer, this is NOT eden) :



    But I don't know if there's a way to implement a custom node graph like that in the editor... any suggestions?

    Leave a comment:


  • replied
    Take my money!

    Leave a comment:


  • replied
    Okey doke, fixed up panel/octave interlocking issues mentioned a few posts back, did a little demo video just as proof of life:



    Few more bits to fix up then on to reintroducing the height again.

    Leave a comment:


  • replied
    Size

    Using clipmaps lets me do much bigger planets.

    Leave a comment:


  • replied
    Good to see you got inspiration back after sounding burnt out.
    What are the differences in your approach to this versus others:
    Landscape Architect - Planets - BP Procedural planets etc....???

    Leave a comment:


  • replied
    I got the first stages of meshing going again (roughly):



    Good stuff:
    - Can change resolution (number of octaves) on the fly now
    - Octave movement snapping much finer now (down from 25% of octave width to two polys)
    - Cubic blending added in to help people see how the whole thing works under the bonnet

    Buggy stuff:
    - Still wrangling with what I call octave cropping, you can see near the end as the octave goes off the left edge of the panel it doesn't crop properly (yet)
    - Also need to re-implement the bit that chops a hole in the middle of the octave that fits the next smaller octave

    But, it's sort of going again and the structure is much cleaner and faster so yay

    Leave a comment:


  • replied
    Yep. Had a break for a month or two - think I burned out for a bit and had to do some art (hence the ship above) - but have been back at it for a week or two again now.

    Basically I built all of the above stuff without checking along the way that it could cook or build to an executable, then when I finally did try it, it wouldn't work <insert facepalm>

    I also ran into a deep structural problem that wouldn't let me change the number of octaves on the fly in the editor (specifically, you can only use CreateDefaultSubobject in a constructor).

    Because of all this I've been rebuilding and refactoring the code in a clean project (testing building as I go) which has yielded a nice little grab bag of benefits:

    - let me migrate to 4.12 (yay sequencer )
    - moved over to the (awesome) Runtime Mesh Component
    - much better code/execution flow structure and debugging (phew)

    I don't have any new screenshots of the terrain yet because I haven't quite got the terrain mesh up and going again but I do have some more pretty screenshots of the ship above fwiw (helps me not go crazy when I've over coded):

    Click image for larger version

Name:	20160727_111800_post.jpg
Views:	1
Size:	511.0 KB
ID:	1112650Click image for larger version

Name:	20160727_111900_post.jpg
Views:	1
Size:	260.5 KB
ID:	1112651Click image for larger version

Name:	20160727_112000_post.jpg
Views:	1
Size:	658.4 KB
ID:	1112652

    Leave a comment:


  • replied
    Any news on this?

    Leave a comment:


  • replied
    Yeah, it's getting there... the workflow is still quite time consuming but progress is steady (albeit slow).

    Click image for larger version

Name:	20160606_222000_post.jpg
Views:	1
Size:	71.9 KB
ID:	1107873

    Having said that I have been getting back into edens code, she has a few dramas at the moment and I'm just patiently working through them for an hour or two each night.

    Leave a comment:


  • replied
    Originally posted by ioFlow Studios View Post
    Needed a small break from coding

    Thought I'd play with some art stuff for a week or two.

    Here's a short video showing a workflow I've developed in blender for modelling sci fi ships (you can see I'm using it on the model from the eden videos).

    This looks interesting - Going to need to try it. I use blender as well

    Leave a comment:


  • replied
    Hey Simon, this is looking great!

    This has always been a great interest of mine. You're doing great! Would love any information you could give on how you did some of these? I always had huge trouble with seams and normals.

    Leave a comment:

Working...
X