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Braided river, streams ?

gnoop
sublime tool
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gnoop sublime tool
Does anyone knows a terrain tools or just a simple way to generate them ?  Looking physically accurate more or less?   So far whatever terrain generator I tried  , Gaea and such are only capable to do  roots like  looking  errosion while I need more like a dried  river bad  with intertwined streams.    
Generative AI seems useless for the task.  SDesigner I used before  for this  still looks like hand maid, fancy of a sort .  You instantly feel an artificial nature , not true physics driven.      I ended up just drawing it by hand before feeding it to Designer for slope blur but wonder is there a true way by simulation somewhere?   I see lots of nice braided  things in movies  for example.  How do they do it?

Replies

  • Eric Chadwick
    Unreal makes it pretty easy
    https://dev.epicgames.com/documentation/en-us/unreal-engine/water-body-actors-in-unreal-engine

    I've manually created lava streams that branch and reconnect, just using extruded splines, one for each branch. Then welding the sides together where they meet side-by-side to make the main stream. The UVs are in strips, and I adjusted the UVs so they're side--by-side seamless where the branches join together. Then it's just vertex colors to blend the textures together.

  • gnoop
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    gnoop sublime tool
    Thanks for the idea  Eric Chadwick.      But I meant something  more like this 
    But already dried out , without water.  A desert version. 
    Google suggests  Delft3d  open source software you have to compile on your own.   Anyone tried what it is?     I am tired of trying to make SDesigner do it  believably.  Ironically I used some ancient  Geocontrol  soft , a predecessor of world creator  . They have some "river" tool  that did something like that  after long  voodoo and dancing   around it.  Can't even make it work now.  

    a better example probably  but i need it in smaller scale .  I am alredy wasted days  trying to both Designer and vector soft   to draw curves  manually  and feel it might took me a month more to have something procedural  for easy variations .
  • Eric Chadwick
  • gnoop
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    gnoop sublime tool
  • Eric Chadwick
    World Machine has a river device, with floodplain and meander controls. 
    https://help.world-machine.com/topic/device-river/ 

    Those two words could also help with your searches: floodplain, meander.
  • gnoop
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    gnoop sublime tool
    cool, thanks Eric .  Now I need to find my ancient  world machine license . Is it something new  and fresh  or been there all the time?     I recall some river tool there but  don't remember it could do braids .  

    found one more cool picture :  Braided River Reflection - Seeds
    ps  A best way to do it is probably a long bendy sobol brush over a polished , oil smeared canvas  .  But it would takes hours for every new variation .  Does anyone know an AI that could draw it believably  without fancy looking  random weird zig-zagz?  
    I recall the times when we used white plastic sheets  and coffee splashes    as well as real brush  painting  to make texture masks . Those old days .  It's all now so much long  forgotten.      Does anyone  have an idea how  to do it quickly old "real thing" way  on a plastic sheet?   Some mix of oil and watercolor + ox gall maybe ?
  • Klunk
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    Klunk quad damage
    isn't it just a scrawny stretched out 3d tree projected onto a 2d plane ?

  • Eric Chadwick
    Yeah maybe just a bunch of splines, with a different noise seed each, and various thicknesses.

    Turn that into a texture, and use it to control the placement of rocks and sticks.
  • gnoop
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    gnoop sublime tool
    Yeah,  maybe .   I am trying to use geometry nodes to make  something procedural . The issue is  you instantly see it's not true since real thing is driven by some hydrodynamic forces , deeper down where the stream is speedier , branching not by just random places . IMO you instantly feel it subconsciously when you look to real thing vs  that  2d tree projection or bending just by random point shift . 
  • Eric Chadwick
    Yeah I guess it would need a bit of finesse, regardless. But here's a quickie with 3ds Max, changing the Seed on the Noise modifier.


  • Benjammin
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    Benjammin interpolator
    gnoop said:
    Yeah,  maybe .   I am trying to use geometry nodes to make  something procedural . The issue is  you instantly see it's not true since real thing is driven by some hydrodynamic forces , deeper down where the stream is speedier , branching not by just random places . IMO you instantly feel it subconsciously when you look to real thing vs  that  2d tree projection or bending just by random point shift . 
    Seems like you might need a system that feeds back into and deforms the landscape so your random branching feels deterministic?
  • gnoop
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    gnoop sublime tool
    Yeah I guess it would need a bit of finesse, regardless. But here's a quickie with 3ds Max, changing the Seed on the Noise modifier.



    That looks nice indeed  and I did something like that in Blender Geometry nodes too by roughly same stack   but  isn't it instantly obvious the thing is not real and have a typical  "procedural" taste  just because a  half of child streams are crossing each other  and not  do typical flow in  before a bend  and out after , a core character feature of real braided  streams.   Besides   it represents only river surface  and I need  a depth map for dried stream , sort of desert version.   something like this  but with more pronounced main/central  stream: 
    Notice , there is no  child stream just crossing each other  and a lots of depth variety in specific places .   When a stray stream is back in the depth is pretty shallow  etc.   It's  not really that simple as just a random noise shift  IMO.      Should be a  simulation  probably. 
  • Eric Chadwick
    Hmm. One thing you could try is making a flat slope, displacing it with noise, then tell World Machine (or whatever fluid solver) to send water down it. Should end up with something similar. 
  • gnoop
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    gnoop sublime tool
    I  tried Gaea , It only makes root like  branches , never intertwined . I think world machine does the same.    
  • Noren
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    Noren interpolator
    Have you tried letting it run from opposite directions (one after the other) or maybe overlay two displacements? In a min/max way. The pattern in some of your references doesn't look overly dependent on being up- or downstream, so if you find some settings with less branching, you could mix two central ones for the main pattern and a broader one for some tributaries to get better angles for those.
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