Using Frr's texture nodes to create incredibly large scale terrains (4 images)
This is created to have the illusion of incredible scale, the terrain having rather nice amounts of variation thanks to the wizardry that is Frr’s texture node trees.

One of the methods used is using a texture to control translation for the translate node, which can bring very powerful results.

cool stuff :slight_smile:

Just grab a build off of with the texture node trees and start making your own cool stuff.

BTW: All 4 million polys of this terrain was displaced with a single texture (the one using the node tree), you really can’t do that in 2.48a

Nice one CD, looks good.

Here’s one at even larger scale

It’s a whole asteroid type rock in space with bio-mini life supporting atmosphere and extreme elevation only seen in fantasy worlds.

This required just more then 7.4 million displaced polygons, had to be real selective on what was subdivided more and not deleted as I was quite close to the theoretical limit Blender can handle on Windows. I needed that many to ensure good quality displacement especially since it was on a sphere.

Another one after working at the texture and switching around the noise algorithms

I like how the displacement produced a nice spot in the lower middle for the lakes and the high elevations surrounding them.
My largest scale terrain yet using nothing more than a single texture to displace the terrain, Frr’s texture nodes really need to be in trunk as it will produce terrain displacement textures to the level of sophistication as in Terragen and Vue if you have enough procedurals tied together in the node tree.

That’s some very impressive stuff. Would be great when combined with the micropolygon displacement planned for 2.50.

Micropoly displacement is not planned for 2.50. There is a chance that it will added for Durian, though. :stuck_out_tongue:

OK, I’ve been following this thread but I fail to recognize what is so special about this. This was already possible with noise displacement is it not?

This uses the new node trees to create much better displacement with a single texture than having to use a single procedural texture as a displacement texture.

It’s simply much better to use nodes to combine multiple clouds textures using different noises and use the combined version as a single displacement texture than only being able to take one and not use the nodes. Plus is only requires a single displacement modifier. You can create heightfield textures like you see in high-end terrain programs with nodes, you simply can’t in the official 2.48.

Thanks for your explanation. That asteroid is way cool! Shame though about that high poly count. Couldn’t it be made leaner with normal mapping onto a lower res model?

To get accurate high frequency normal maps onto a low res model you would still need a good sized poly count, plus displacement gives better sense of depth.

Frr’s texture node trees do not have near as many options to manipulate the generated normal of the procedurals as the color, like you can’t mix the normal of different textures accurately with the blending modes or adjust it with curves.

Could we see the node setup for this? Looks great, I’m also curious what method did you use to get the higher areas more tan and the lower areas green?

For the transition I used a blend texture warped by a clouds texture, the clouds texture had nabla set to .100 for maximum warping effect, this prevents the transition from being entirely level.

As for the nodes