Presenting BWF, one of my (too many) current projects.
BWF - Blender World Forge will generate ‘realistic’ or at least decent terrains for Blender. It will generate them by parts, to prevent the poor results that the current vertex limits per mesh implies.
I got rid of tan and atan
filters since tan could become singular and
replaced tham with similar but more robust filters.
Craters now work on flat and spherical bodies,
and I also added peaks, but I must find a better random
function for their distribution.
GUI has been completely redesigned, much more ‘yable like’
As for new 0.0.7 version the ‘Inverse’ filter is more
consistent and it allows Load/Save of setups.
New Vers. 0.0.9 contains great improvements:
three new, much better, Spherical Mappings
XML for loading and saving files
Working Progress bar
Comments?
Stefano
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ORIGINAL POST
For now I have a couple of examples which are generated on the basis of a B/W heightmap by WILBUR imported and used with the ‘Noise’ function, but the ‘Noise’ function is buggy and the last column/row of vertices is often wrong, this disrupt the seamlesness of the texture.
Then the mesh is warped onto a sphere via a script of mine (the first part of BWF)
Next step is implement some internal terrain generator, starting with good old Perlin Noise…
I’d say that thats pretty damn cool. My one crit: Your asteroid is a sphere with texturing on it to a certain depth, whereas real asteroids are rarely round and have very irregular depth on the features of their surface. In fact, some asteroids are completely featureless. However, your model and animation is very very cool and the technique shows a lot of promise for getting more detail without exceeding the vertex limit. I have two questions: Who decided there need to be a vertex limit? How did you make that asteroid look so cool?? I wanna hear more about this technique!
I had a problem setting up a height map the other night…maybe you guys could help me. I started off with a plane to subdivide, however when the plane was added to the scene it was rotated somewhat, and rotating it back didn’t rotate the object’s texture coordinates. So when I applied the heightmap, the noise extrusion was completely crooked and I couldn’t fix it. Deleting the plane and adding another one in the correct view window so that it wasn’t scewed from the start fixed the problem. So my question is: How do you clear the texture coordinates of an object??
Both the asteroid and the moon piece are (about) 64000 vertices, but both are made by 4 seamless meshes of 16000 vertices.
The key point I’m strifing for is to make a Big planet of hundreds thousands vertices -> very accurate in Blender which, as you know, cannot handle more than 64k vertices in a mesh.
Oh yes, the asteroids is also Subsurfed 1 level.
My asteroid has no texture (yes a small stucci bump) it is a mesh,
and is a BIG asteroid, so spherical, in any case now I’m working to define a workflow, not to attain a given result
Actually I do exceed it, but I create more meshes, so that them, singularly, don’t exceed it
The Original Blender Master Coder
Will prepare a Minitute soon
Rotate an object in and out of editmode causes different results.
Thanks for all of your responses! Your system of creating a set of four seemless meshes is pure genious. Do you have them all as child objects to an empty? If you did you could control them and their texturing as if it were one object, even if each individual mesh is on a separate layer! I love this project you’re doing because most asteriods are LAME! Fantastic work man, keep it up!
Well the image is not that great I hope you’ll get much better with more patience (and aiming at the picture result, not at the code
In any case the land is a 480x480 = 230400 vertices, and mt PIII here at home nearly died out in the rendering process (the volumetric clouds didn’t help too)
I just wanted to come back and shout, how much I like the Blender World Forge thingie. So here it goes: I like it. There.
But I had a suggestion in mind: Would it be possible to use two or even all of the noise types in one single mesh? It would bring much more variation on the surface.
I’m sure you plan on trees, but I was wondering if this thing could import object and place according to a pixal color, the result could be endless, like forest, with windmills, grass and anything people want to attach to the pixal library. There’s already a blender script to keep things above the mesh, ain’t there ?
Hi, it’s probably me not doing something right but when I open the bwf.blend file and press alt+P I get the following error:
Traceback (most recent call last):
File “bwf-0.0.2.py”, line 21, in ?
ImportError: No module named noise
I have BlenderPublisher 2.5 on Windows 2000 and I put your script in
…BlenderPubliser\BWF\
The renders you made look pretty impressive, cant wait to get your script working