1. Originally Posted by benj
@ Raco : You can displace a mesh via python, if you don't have too much vertices it works fine. For big meshes, use a shader (displace modifier doesn't work in real time, it's nomal!). I can post a demo file with a very simple example so you can start from it; when I'm back at home
Hi benj, thanks for your reply and I'm sorry you get this so late. I'm still interested in that small demo file, so if you want to and have the time.. I would be thankful. Because I need to deform a big mesh. I already have some basic python knowledge, but I'm not so familiar with the shader coding language.

2. Hi all, this guide looks very useful, I wish to practice it, but just starting I have a nobel designer problem, what I must to do to get this model of subdivide ...
mesh.jpg

This is the normal way...
myMesh.jpg

• Create a plane with radius of 64, this will give a plane with dimensions of 128 X 128 Blender Units.
• Add a Subsurf Modifier to the plane of type Simple with 6 divisions and apply the Modifier. This will give 64 X 64 segments of 4m˛ each.
• Copy the object and scale the mesh double its size. Select the polys in the center and remove.
• Repeat the previous step 3 times. So the last plane has dimensions of 2048 X 2048 Blender Units.
• Then join the five objects (Ctrl+J), Remove Doubles and Recalculate.

Depending on what offset you need, you could remove the outer polys (for example half of them) each time you scale the next object. But better remove the center pieces after adding all of them because otherwise you would be missing some polys.

Edit: Here's a video tutorial.

3. ***edited***

4. Originally Posted by Raco
• Create a plane with radius of 64, this will give a plane with dimensions of 128 X 128 Blender Units.
• Add a Subsurf Modifier to the plane of type Simple with 6 divisions and apply the Modifier. This will give 64 X 64 segments of 4m˛ each.
• Copy the object and scale the mesh double its size. Select the polys in the center and remove.
• Repeat the previous step 3 times. So the last plane has dimensions of 2048 X 2048 Blender Units.
• Then join the five objects (Ctrl+J), Remove Doubles and Recalculate.

Depending on what offset you need, you could remove the outer polys (for example half of them) each time you scale the next object. But better remove the center pieces after adding all of them because otherwise you would be missing some polys.

Edit: Here's a video tutorial.
Thank you mate, nowadays I can't try it, my computer is broked down, since I get it back I try it. :thumbup:

Enviado desde mi HTC One usando Tapatalk 4

5. Hey, long time since i last chacked this thread, how is progress going? Any chance you can upload a blend with the dynamic shadows?

6. Originally Posted by Thales Krüger
Hey, long time since i last chacked this thread, how is progress going? Any chance you can upload a blend with the dynamic shadows?
I'm curious too how this would work with dynamic shadows. Hope benj is still active on the forum.

7. This should have become a modifier for landscape in the BGE.

8. Is this method still shader based, with the including limitations, and why is it not made as addon installer file ?

9. Originally Posted by Elias79
Is this method still shader based, with the including limitations, and why is it not made as addon installer file ?
Yes, otherwise it would be a different resource.
Because there's no need for it at present.

10. I have no words to thank you enought for sharing this with all the comunity!<br><br>You are awesome, thank you, keep going like this!

11. So total noob here with Blender (though I've done a lot of GLSL using C++ and Qt). How do I get this working? And where's the link? The link on the first page seems to not be everything (maybe??). Thanks! This looks absolutely amazing. Trying to get a planet renderer working in GLSL for my own entertainment and this looks like a great resource.

12. @dgattey Calm down man! This is not (yet) solve on 100%. benj haven't been for a long time on forum.
Dynamic shadows still not working for all and anybody don't know how to make by benj method physics map.
http://blenderartists.org/forum/show...ics&highlight=
if you are thinking that you'r kind of a noob. You can only run a demo and nothing else..
You must just wait at most, as we all for solution and documentation.

13. wow this looks amazing!

14. I hope somebody is still monitoring this thread. This is such a wonderful shader for detailed large terrains! I have several questions if you guys don't mind. Is it possible to place objects on the terrain? How would I go about that? Could someone take a look at the scripts to figure out how to keep my player from dropping through the terrain, start on the terrain, and have him follow the terrain? I'm trying to start exploring the scripts so I can learn how to do more with the engine, but I'm kind of lost. Please tell me the name of the script, and the line number so I can tweak it myself.

Thank you!

15. Is there a way to use the grass shader not on this terrain but just on usual mesh?

16. Originally Posted by Coriolis
Is there a way to use the grass shader not on this terrain but just on usual mesh?
after a quick look at the code I think the grass sharder is based on an heightmap image, so as long as you can get an heightmap of your mesh It will work. (Note that the sharder have NO connection to the actual mesh)

also note that this it is based on my own understanding of the sharder.

17. Originally Posted by esoneson
after a quick look at the code I think the grass sharder is based on an heightmap image, so as long as you can get an heightmap of your mesh It will work. (Note that the sharder have NO connection to the actual mesh)

also note that this it is based on my own understanding of the sharder.
I thought about that, but it will require the original terrain plane too (with the LOD shader and textures, including the heighmap).

18. Originally Posted by Coriolis
I thought about that, but it will require the original terrain plane too (with the LOD shader and textures, including the heighmap).
why? plz explain
according to my understanding of the script I think you could just generate an new heighmap of your own prefered object, apply the script and run in. There might be some lines that you need to modify of the script but I don't think it would be that hard. and ofc apply the height map to your new object.

19. how do i make my height map, splat map, etc.

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