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microwar
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« on: July 31, 2010, 03:03:00 PM »

I added a landscape, added some wather, and when i put in the sufrace layer with "mud" it do not match the watherlevel.
Only thing i changed was the maximum altitude.
Shoud not the mud and wather match up?
Wather level is 20, mud is 23,no fuzzy zone.

edit:Added another image...


* Untitled.jpg (112.14 KB, 640x480 - viewed 26 times.)

* Untitled1.jpg (102.28 KB, 640x480 - viewed 26 times.)
« Last Edit: July 31, 2010, 03:08:12 PM by microwar » Logged
njeneb
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« Reply #1 on: July 31, 2010, 07:42:36 PM »

The water/lake is a disc or plane. The mud may be the right height, but the water/lake does not bend with the planet surface. At least this is how I understand the lake to work.
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neuspadrin
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« Reply #2 on: July 31, 2010, 10:31:16 PM »

Could be something like the "use y" for altitude etc.  Do you mind posting tgd so we can take a look at values?
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nikita
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« Reply #3 on: August 01, 2010, 01:39:55 AM »

Have you done major displacement after the compute terrain node?
If yes: Don't. Or add another compute terrain node.
If no: Try decreasing patch size in the compute terrain node.
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microwar
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« Reply #4 on: August 01, 2010, 04:05:30 AM »

Patch size did not correct it.
Smooth surface did, but then again i loose the details.

Can't add tgd here. Loaded a terrain file thats 2 meg. (LittlePineCanyonCO.ter) Not shure where i found it.

Only thing i did was, loaded the terrain, added wather, and then the shader.
Seen this on another terrains i played with.(attachment)
Tryed out the "wet" shader when i saw this.
Again only restricted by altitude.


* 16.jpg (139.8 KB, 640x480 - viewed 13 times.)

* 17.jpg (106.85 KB, 640x480 - viewed 11 times.)
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Dune
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« Reply #5 on: August 01, 2010, 06:52:32 AM »

Try a distribution shader (as a blend shader) to restrict heights and set it to 'final position' (but not necessarily Y). Maybe that helps. Usually a patch size of 1 in compute terrain helps as well.
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njeneb
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« Reply #6 on: August 01, 2010, 12:18:43 PM »

You can add more power fractals and displacements after a compute terrain. The guys at Planetside don't recommend more than two or three at most. The compute terrain adds to the render time significantly.
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microwar
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« Reply #7 on: August 02, 2010, 02:04:52 PM »

Compute terrain was the solution, just did not try anything as low as 1.

attached images showing 20(default) and 1.


* 01.jpg (141.76 KB, 640x480 - viewed 16 times.)

* 02.jpg (139 KB, 640x480 - viewed 16 times.)
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