Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 46

Thread: [Award Winner] Mountain Technique using Wilbur and the Gimp

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,561

    Post

    Quote Originally Posted by Ascension View Post
    Hey, alright...glad there's more. I spent all night last night messing around with stuff just based on the first post and a post on Wilbur rivers in the overchuck tut. If waldronate happens to stop by and read this...is Wilbur going to support more import formats? I'd like to be able to do up some clouds, tweak them, and then import them into Wilbur but I can't output to any of the formats with PS.
    Use PNG. In Photoshop, work with 16 bits per channel and save as PNG. In Wilbur, read this as a PNG Surface (File>>Open, select PNG Surface as the file type and your PS PNG under File name). If you get an error message along the lines of "attempt to read a PNG with 16 bits per channel" then you didn't select PNG Surface as the file type. Save the PNG data from Wilbur as PNG SUrface to get it back into Photoshop.

    Unless you really want some other format, of course...

  2. #2
    Community Leader Facebook Connected Ascension's Avatar
    Join Date
    Jun 2008
    Location
    St. Charles, Missouri, United States
    Posts
    8,392

    Post

    Gotcha, simple. Thanks, man.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

  3. #3
    Community Leader Torq's Avatar
    Join Date
    Jun 2007
    Location
    Cape Town, South Africa
    Posts
    894

    Post

    Step 5: The Mountain layer and the heightfield

    Hide all the layers except the heightfield layer and select it. (See Screen shot 2)
    Choose the select by colour tool. Set the feather edges slider to about 20 and the threshold slider to 50.(See Screen shot 3)
    Choose the lightest point on the layer and select it. An area smaller than the higher ground selection should be highlighted.(See Screen Shot 4)
    Unhide the hidden layers and add another one called "Mountain" on the top.
    Select Bucket fill and add a light grey texture. Once again the lighter the texture the more effectively it will pick up the bump map. (See Screen shot 5)

    Torq
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	tutorialgimp13.jpg 
Views:	96 
Size:	89.8 KB 
ID:	11485   Click image for larger version. 

Name:	tutorialgimp14.jpg 
Views:	75 
Size:	18.2 KB 
ID:	11486   Click image for larger version. 

Name:	tutorialgimp15.jpg 
Views:	98 
Size:	31.0 KB 
ID:	11487   Click image for larger version. 

Name:	tutorialgimp16.jpg 
Views:	86 
Size:	83.5 KB 
ID:	11488   Click image for larger version. 

Name:	tutorialgimp17.jpg 
Views:	109 
Size:	87.9 KB 
ID:	11489  

    The internet! It\'ll never catch on.

    Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld

  4. #4

  5. #5
    Community Leader Facebook Connected Steel General's Avatar
    Join Date
    Jun 2008
    Location
    Ft. Wayne, IN
    Posts
    9,530

    Default

    Very cool - thanks for posting.
    My Finished Maps | My Challenge Maps | Still poking around occasionally...

    Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.



  6. #6
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,561

    Default

    Beveling? Example, please.

  7. #7
    Community Leader Facebook Connected Ascension's Avatar
    Join Date
    Jun 2008
    Location
    St. Charles, Missouri, United States
    Posts
    8,392

    Post

    OK here's what I mean...the rivers seem to have an outer bevel on them, like in Photoshop. One side of the bank is shadowed while the other is highlighted...as if the sun were in the top left corner. The first screenie is straight from me following the tut (Fun with Wilbur 1), the second is the grayscale, the third is the grayscale (set to overlay) applied to the screenshot. The fourth is from torq's map. The fifth is torq's method (erosion cycles) where it is more pronounced. Is there a way to soften the effect when using incise flow or erosion cycles?
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	ex2.jpg 
Views:	71 
Size:	792.7 KB 
ID:	11538   Click image for larger version. 

Name:	ex3.jpg 
Views:	76 
Size:	336.0 KB 
ID:	11539   Click image for larger version. 

Name:	ex1.jpg 
Views:	76 
Size:	814.0 KB 
ID:	11540   Click image for larger version. 

Name:	ex4.jpg 
Views:	121 
Size:	804.4 KB 
ID:	11541   Click image for larger version. 

Name:	ex5.jpg 
Views:	103 
Size:	1.16 MB 
ID:	11542  

    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

  8. #8
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,561

    Post

    The apparent bevel is the result of the step crfeated when excavating the river channel straight down. The lighting models in Wilbur and image editors then give the light/shadow effect as they would on any other kind of step. You can reduce the effect on the surface by using the Effect Blend setting on the Incise Flow Process dialog. You can smooth out hard edge on the step by using a blur operation on it. A combination of effect and blur can be very effective.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	River-Effect-Blend.gif 
Views:	146 
Size:	335.8 KB 
ID:	11547  

  9. #9
    Community Leader Guild Sponsor Korash's Avatar
    Join Date
    Nov 2008
    Location
    Montreal, Canada
    Posts
    1,600

    Post first run

    Well here it is. Like Ascension said, the rivers are a little "beveled" in the highlands. I will have to try waldronate's suggestion the next time.

    I do have a question though: It seems to me that there are maybe a bit too many rivers for my taste. Is there a way to lower the instance of river generation in Wilbur, or is it a question of painting them out in either Wilbur or Gimp?

    Also, for some reason, I seem to have a few places where either the water is showing through the land or the land is blurred on the water. What did I do wrong?

    Repped if I can, and 5 rated for the help learning something with Wilbur.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	ridge2.png 
Views:	133 
Size:	1.56 MB 
ID:	11550  
    Art Critic = Someone with the Eye of an Artist, Words of a Bard, and the Talent of a Rock.

    Please take my critiques as someone who Wishes he had the Talent

  10. #10
    Administrator waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    3,561

    Post

    Quote Originally Posted by Korash View Post
    Well here it is. Like Ascension said, the rivers are a little "beveled" in the highlands. I will have to try waldronate's suggestion the next time.

    I do have a question though: It seems to me that there are maybe a bit too many rivers for my taste. Is there a way to lower the instance of river generation in Wilbur, or is it a question of painting them out in either Wilbur or Gimp?

    Also, for some reason, I seem to have a few places where either the water is showing through the land or the land is blurred on the water. What did I do wrong?
    Flow Exponent is approximately equal to number of rivers (smaller exponent = more rivers)

    Amount is clipped when it would go below 0, which is what gives the wide steep-walled valleys. To prevent this amount from actually going to 0, use effect with a value like 0.75, which uses 75% of the result.

    The features in that user interface are a leetle peculiar. They are a direct control over parameters in the underlying model rather than more user-friendly values. I guess I'm just that sort of guy.

Page 2 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •