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2018 Holiday Gift Drive

Ok, am collecting for the Community Gift Pages and you can follow the link to read about it.

Let me know if you wanna play tooooo.

2018 Holiday Gifting Drive


Gifting Participants

Pink = In my paws


CaliVee -- Aelin
Chiron -- ali_sen
robkelk -- M-Callahan
CathyY -- Arts4Sale
Scouseaphrenia
morganahope -- AA3Dstudio
FrahHawk -- Napalmarsenal
eBlank -- sojournstar
Carolann -- Llola Lane
Barbariandreams
Sanbie -- TheBrownOwl/Maggi
midnightvelvet -- Eblank

Newsy ??


 has extended their offer so now you get 10% off any order -- valid from now until December 31, 2018
 
 ... use this coupon code: FAC0616
 
 Tell you friends about this offer too so all can save.

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Giveaway of the Day

Author Topic: Make a morphing terrain?  (Read 505 times)

0 Members and 1 Guest are viewing this topic.

Offline Chiron

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Re: Make a morphing terrain?
« Reply #10 on: August 06, 2017, 10:36:01 AM »
My 2¢ of dumbness in a nutshell:

- DAZ D-forms act on vertices: the more vertices available, the smoother and more natural the resulting terrain will look.
- Once the D-forms work fine you may "spawn" each D-form separately or all together depending on your requirements.
- Each spawn creates a new dial with its own name chosen by you.
- Since spawning turns each D-form into a dial (with just one degree of freedom), if you'd rather retain all deformation possibilities of a D-former you may want to keep it as it is rather than spawning it.

- Still in DAZ, on the displacement map a black area (0%) causes the max depth (away from the normal), a 50% grey causes no displacement, and a white area (100%) causes the max height (towards the normal).
- Somewhere I read that Poser works differently: black -> no change, white -> max positive change, negative changes not implemented. The day I buy Poser I'll know more :smile: .
- The main drawback of using displacement maps is that you don't see the outcomes until you render, whereas the effects of a D-form are visible at once.
- An 8-bit greyscale displacement map is good or even excellent for small displacements but when hills or mountains are involved even a 1-bit step becomes clearly visible. Some day I shall experiment with 16-bit greyscale displacement maps - but first I'll need a good software to generate them reliably from an .obj or .3ds. Any hint?

Good luck Aelin :Hi5: !

"I can resist everything but temptation" (Oscar Wilde)

Offline parkdalegardener

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Re: Make a morphing terrain?
« Reply #11 on: August 07, 2017, 06:42:09 AM »
Simple morphing terrain that can be used in Poser or DS:

Load a bunch of rocks and things from the default Poser library. Take the hi-res cloth plane and drop it over the landscape. Run a sim colliding with the ground and the junk. The resulting deformed cloth is saved as a morph target.

Re arrange your junk on the floor and do it again. Spawn another morph target.

Do it as often as you like. Every result is a morph target.

Open a new scene. Add a cloth plane. Add your morph targets to the cloth plane. Save your new morphing terrain prop to the library.

Simple and the resulting terrain is uvmapped. Use your own hi-res square though if you want to distribute the finished terrain.

If you want differing terrain textures ground to sky. ie green grass in the vale to snow on the peak, texture with the P node.

Offline Jherrith

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Re: Make a morphing terrain?
« Reply #12 on: August 07, 2017, 05:40:01 PM »
Exquisite and ever so simple to create.
"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"

Fighting Slave of Gor by John Norman

Offline McGrandpa

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Re: Make a morphing terrain?
« Reply #13 on: October 13, 2017, 01:22:30 AM »
and, in case some haven't discovered this yet, Poser 11 now has a thing called "The Construct".  It loads by default.  It is the GROUND prop.  Select that, then look over in the Settings tab.  There are the Transform dials, and right under those are three Morph dials.  Terrain, Geometric and Ledge.  Give them a spin, be surprised!  :o)

McG. :java:

 

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