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Vollständige Version anzeigen : Move postwork filters between layers


mauronen
18.October2007, 15:21
It's difficult implemement, in Postwork section, a tool that allows to move filters (one, a set, or all) from a source level to a target level? Or, alternatively, move a postwork group filter between levels?
Imagine that i want to use a bunch of postwork filters on an heightfield with a small terrain size and, if final result is satisfactory, i want to increase terrain size and, accordingly, i want to use same bunch of postwork filters without reselecting and set up again each of them into new level.

cajomi
18.October2007, 16:15
It is planned a copy and paste function. So, you should be able to copy a filter or filter group and past it into another level.

But to your idea: That will not work as you think. The result will be different, if you use a filter in another level and more if you use more than one filter in another level and much more, if you use a "filterset", designed as a pw-filter aftewords as dynamic in many levels.. Let me say it as it is: Forget that idea, it will not work.

mauronen
18.October2007, 16:56
I though that the moving forward a set of postwork filters could enhance details of filters effects. My guess is wrong?

cajomi
18.October2007, 17:38
That is right. But you have to find the best settings for each level seperated. That is why I have created that pw-section.
Forget about automisation. A terrain is like a painting, it really needs love!

mauronen
19.October2007, 09:03
A terrain is like a painting, it really needs love!

I'm totally agree with your point of view. Make terrains and landscapes with these tools often is much more art than science and technology. Besides, i really love Beleriand terrain that now i consider mine (i hope that Tolkien's heirs don't hear me...;) )

Forget about automisation.

Concerning this point of view, my vision doesn't overlaps with yours. I suppose that GeoControl means that this tool could controls modeling processes of terrains, that means:

outline a set of processes that allows to build a terrain (from scratch, from a semifinished). Each process is composed of sequence of steps (each more or less complex) that are conceived to perform a task
provide a set of tools that help to perform a process or a single task (isolines, filters, selectors, import terrain, etc.)For me, control means also to assure repeatability of a process; otherwise, each generation will produce unpredictable results. A repeatable process means automation.
I suppose that a modeler that use GC2, first want to discover rules that govern the application, then want to discover tools usage, to better use the application.
Using painting metaphore, GC2 is like painter canvas and brushes, modeler is like a painter, but without and idea and method adoption a painter remains a novice. Well, for me method is a process and right usage of tools that helps to realize it, and the idea is the art that is into each painter (each modeler).
However, this discussion risks to go beyond the scope of this post. I hope that GC2 allows to me, and to other modelers, to follow a repeatable process, that means automation.

cajomi
19.October2007, 10:11
GeoControl exactly delivers such repeatable processes.
And with copy and paste you will be able to use them blockwise.

But your idea, to create in one, only one level, the perfect algorithm, and then simply add it to each level, repeating this process over and over, is wrong. It is also wrong for two or three levels.
Landscapes are not such repeatable fractal structures. The fractal structures change from macro to micro dramatically. A flat rock face get fine lines, when you come nearer, a smooth sedimentation converts to rocks, a really noisy structure and so on. And becasue that is so, you can not create convincing landscapes, with all the same algorithm in every level.

The first time you use for example "thin flows sediment", on a rough terrain, the low sloped parts are filled with sediment. The next usuage of "thin flows sediment" will now dig flows into the smooth sediments from before. In the next level it might happen, that some of these flows are filled with sediments and others get deeper. Also, there will no flows start in the sedimented parts, so the amount of sedimentation and flows will decrease.
If you have a ridged filter shape (like mountain ridged in the set), well , it will "ridge" the smooth sediment parts too, very sensless, because they do not contain ridged structures in nature.
I you try to avoid that behavior, by simply moving the whole set into the last level, you will loose the great sedimentation fields from the earlier levels. You will lose the wider flows, which are typical for nature, but only have small flows. You will produce details by the random noise, which will cause thin flows, and nowwhere the great old one, like glaciers had dig them.

You can do what you want, without concentration on every level through the generation process, you will create machine terrains.

mauronen
19.October2007, 12:41
Each time, a bit more, i'm understanding the philosophy of GC2 (thanks mostly to your patient explanations and discussion). It feels deep love and huge knowledge that you have put to build your creature, your "painting".
Even more i'm understanding when you talk about forget machine terrains approach (that is reproduce same terrains between different layers). It's simply impossible, because applying same filter to different layers means not only to enhance details, but also differentfilter behaviour (i followed your examples about thin flows sediment and ridges)
So, i think that you will don't irritate if i will continue to ask tips, to ever more better use of GC2 for my purpose, pending of your tuts.