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mapping:cawe:editingtools:editterrain [2008-07-07 10:40]
Joern Added missing tool screenshots
mapping:cawe:editingtools:editterrain [2013-01-07 12:07] (current)
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 ==== Terrain Generation ==== ==== Terrain Generation ====
  
-{{ :​mapping:​cawe:​editingtools:​terraineditor_generate.png}} If you have created a new empty terrain and you haven'​t got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain.\\ +{{ :​mapping:​cawe:​editingtools:​terraineditor_generate.png}} If you have created a new empty terrain and you haven'​t got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain. 
-\\ + 
-The terrain generation dialog allows for this. By specifying a bunch of input parameters it lets you create different base terrains ​to work with and shows the result in real time in a previews ​window.+The terrain generation dialog allows for this. By specifying a set of input parameters it lets you create different base terrains and shows the result in real time in a preview ​window. 
   * Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys.   * Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys.
-  * Lacunarity: ​FIXME+  * Lacunarity: ​ A multiplier that determines how quickly the frequency increases for each successive octave in the Perlin-noise ​ function. The frequency of each successive octave is equal to the product of the previous octave'​s frequency and the lacunarity value.
   * Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural.   * Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural.
   * Persistence:​ A high value increases the surface contrast which results in steeper slopes between hills and valleys.   * Persistence:​ A high value increases the surface contrast which results in steeper slopes between hills and valleys.
   * Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed.   * Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed.
 +
 +You can also find very good and more technical descriptions of these parameters in the [[http://​libnoise.sourceforge.net/​glossary/​index.html|libnoise glossary]].
  
 ===== The Terrain Editor Sub Tools ===== ===== The Terrain Editor Sub Tools =====
mapping/cawe/editingtools/editterrain.1215420016.txt.gz · Last modified: 2013-01-07 12:07 (external edit)