Hello guys,
I am currently trying to create a mountain range for my terrain project (using Instant Terra, but if you are using other software please share your approach still!) but I am struggeling with getting it to look belivable. What I am aiming for is something resembeling this:
The closest I have gotten is this:
As you can see, the erosion it self is actually pretty much alright, but since I am working off of basic noise strictly, the hill placement seems very illogical.
In the first picture, every large scale ridge follows a very defined path, and their neighbouring ridges follow more or less parallel. Additionally there are very few, if at all, "landlocked" pockets, but every vallye "flows" from one to another.
In contrast to this, with my attempt, each "ridge" is more like a standalone mountain, and the valleys created are pretty much never interconnected with one another but rather form lakes/pits.
How do you guys would try and achieve that look, without resorting to real world data?
Replies
Here is the original Forum Post i Made over at ITs own forum to give you a little context to the Terrain i am trying to create https://www.wysilab.com/forum/index.php?topic=363.0 but i havent gotten any responses there.
Currently in mobile so i cant provide more Pictures unfortunately
Can't help you with how to achieve that in your software, sorry
Here are some examples of different erosion computations repeated serveral times to try and create the effect Benjammin described.
Base terrain:
Multiscale Erosion:
Hydraulic Erosion:
Thermal Erosion:
Thanks everyone for the suggestions so far!
@Alex_J could you maybe show me how you do it in World creator? Maybe there is something I can transfer to IT..
I Just thought that since These Programms were made specifically for Terrain creation, they would already have Tools that Take Care of that.
Define these sorts of shapes, whether by sculpting in the tool or drawing in GIMP/PS. Don't even think about them looking natural or correct. Then apply all your noises and erosion to that.
If you were building terrain for a game environment, you need to define paths and play spaces anyway. Also bear in mind its never going to be 100% accurate because nature is doing it with atoms, over millions of years. You don't have that kind of time or resolution
Unless you're making a flight sim, a lot of realism issues disappear when you're at character scale.
Thanks for all the suggestions so far!