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The Eden Project

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  • replied
    Looks good io

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  • replied
    Thumbs up on progress! And persistence!

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  • replied
    Aight, this is not very glamorous yet, but I've literally spent years trying to get to this point so gosh darn it I'm posting screenshots.

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    So here we got a dynamic texture... using the antigrain plugin that I've cobbled together, I can draw bsplines in it.

    And now I can also draw patterns along them, so I've coded a uv square pattern generator.

    The whole point is that I can feed this into a material and use the pattern above to generate uv coordinates for another texture, like this:

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    yah yah, I know it's rough, but hey it's a functional test not an artwork, the cosmetic side can easily be tarted up from here.

    Anyways, you might have noticed in the last video that the "roads" were overly sqiggly little green lines, now they can be proper looking roads

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  • replied
    Aight, long time no post

    I am, believe it or not, still working on this... if anything the situation this year has put it ahead of traditional distractions (i.e. playing live music). Anyways, I try to hold off posting here unless I've got something decent to show, but after half killing myself this weekend I've got some fairly critical tests going:



    Still pretty rough, but basically the idea is this:
    Fitting rivers and roads to procedurally generated terrain is way hard, instead of doing it at the end, why not do it at the start?

    Problem with doing it in a material though is that you have to then try and translate that displacement into world positions so that you can do things like travel down the river or drive along roads. This was unpleasantly difficult to figure out (made much worse by the fact that I forgot to turn sRGB off in my noise texture) but I seem to be getting it under control now

    The test map is only 1k, but the idea is that I can just regenerate it on the fly in the lods of my planet mesh as they move around the surface making it basically infinite. As you can see at the start the base texture is just simple tetris shapes and lines and primitives (easy to generate), it's the displacement that makes them look more natural.

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  • replied
    Yay, new data structure for new lod code:

    Click image for larger version

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ID:	1756099Trying to prevent sampling noise from the same spot, so when a quad splits it inherits existing samples from its parent (P) or siblings (S), what it can't get from them it has to create (C).

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  • replied
    Yah, I think Xenthorx is the front runner atm

    Haven't heard anything from Dexy in a while...

    Phyronnaz's voxel plugin is pretty amazing too.

    As for me, Imma gonna play around see if I can code some better LODing, those basic geometry clip maps just lose detail too quickly.

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  • replied
    Was about to show up at your pad and smash up some guitars.
    Seriously, its nice to see you back working this on this Simon!!!
    But just to say you've got some new competition examples here.
    Last edited by UnrealEnterprise; 05-06-2020, 02:31 AM.

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  • replied


    Lots of popping between LOD octaves, that's tomorrow nights problem

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  • replied
    Ah... got it.

    Got some black magic off Phryonnaz for doing in editor updates of the planet LOD focal point... seems to be causing it.

    Bit of googling should bring it right.

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  • replied
    Anyways, I'm a bit stuck, thought I might post some stuff in case someone can help me.

    When I play in editor, the procedural mesh doesn't render. The collision is there (I can run on it), it casts shadows, you just can't see it :\

    To make it weirder, if I eject, it shows up... any tips/clues?

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  • replied
    But then there's the problem that all the mountain peaks are at the same height:

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    So then I add a bit of vertical noise to break that up:

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    Doesn't look amazing from up here because the lod is overly aggressive, but down on ground with a bit of tweaking and fiddling you get nice views like this:

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  • replied
    Aight.

    Well, first of all, hello there

    So I been indulging in a bit of necromancy to see if I get this stuff up and going again.

    Actually had a monster day yesterday, got a mountain of work done (pardon the pun).

    Implemented a Truche(ish) pattern, looks like this:

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    Then a bit of noise to displace the position of the vertices before I feed em into the thingy that uses their position to generate the pattern:

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    Then same thing again but a bunch smaller:

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  • replied
    Yep

    Bit slow because I'm juggling between a few different things, but I just migrated everything into 4.24 the other weekend.

    Fwiw, the bit I'm up to is integrating virtual texturing via antigrain geometry so that we're not stuck with that bare moon look.

    Looking forward to 4.25 with all the rumours about volumetric clouds for spherical worlds, but I guess we'll see if that happens...

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  • replied
    You are still working on this, right?

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  • replied
    Heya Giakaama,

    They are indeed using volume fog

    I posted a couple of relevant nodes here

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