documentation:terrain:hydrolic_errosion_and_river_creation
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documentation:terrain:hydrolic_errosion_and_river_creation [2011/01/03 19:53] – [The second Errosion Model] btrix | documentation:terrain:hydrolic_errosion_and_river_creation [2024/08/26 13:27] (current) – external edit 127.0.0.1 | ||
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===== The second Errosion Model===== | ===== The second Errosion Model===== | ||
- | My second thought was store the water data and use this to make the water flow as before. | + | The new watersystem is based on the idea that every vertices is connected by a virtual pipe in which the waterflows. Using this virtual pipe system we can create a realistic flow of water over the terrain. |
- | I was even thinking that this water map could be used for the extual rendering of the rivers in later versions(. | + | |
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+ | New rendering methode for the water tests. | ||
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+ | Using the waterFlow of the terrain we can calculate a velocity of the water streaming downhill. | ||
+ | Then using the velocity of the water and the angle of the terrain we can mimic the push of dirt downhill by the water. | ||
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+ | As you can see on the following comparison pictures the terrain has been carved out by the flowing water. | ||
+ | One of the advantages of the velocity map is that the water tends to streamfaster in bigger bodies of water and there for the main rivers are carved out dieper than the others. | ||
+ | There are still some artefacts on the water system especialy when water starts to build up in diep pools of water. This causes to make the water stream much faster and therefore carve even deeper and you got a avalanche effect. | ||
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+ | To improve the carving of the terrain I decided to make an other simple hydrolic errosion methode to carve out the terrain.It is very similar to the previous only this one carves out the terrain directly without transporting matter over the terrain. | ||
+ | I also implemented an basic cloud system. The clouds are randomly create above the sea(later implementation will include large bodies of water as lakes). Then a wind direction is given and the clouds are moved according to this. All clouds contain an amount of water and drop this above the terrain the higher the terrain the more water is droped on the terrain, this is in a linnear fashion, though i'm thinking to make it exponantialy. This mimics the natural effect of clouds being moved upwards against a mountain making them rain. | ||
+ | This will generate a better errosion pattern than just putting spring on the terrain.Also using the watermap i can later calculate a mean watermap and place vegetation accordingly. | ||
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+ | here a little example of the errosion and rainfall. The errosion needs some more tweeking still isn't carving good enough. | ||
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- | interesting | + | Interesting |
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documentation/terrain/hydrolic_errosion_and_river_creation.1294084420.txt.gz · Last modified: 2024/08/26 13:25 (external edit)