• Welcome to World Machine Community. Please login or sign up.
 
September 22, 2019, 11:37:35 am

News:

Read the Development Diary for an inside look at World Machine's progress!


sediment carry into water

Started by LaFrance, March 04, 2015, 04:35:32 pm

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

LaFrance

before I add this to the feature request area, just thought I'd see if anyone has ideas on this "problem."
I want to carve up a given heightfield with erosion. It is hills almost completely surrounding a small body of water.
The sedimentation builds up upon the "water" surface as if it were solid ground, as the erosion doesn't take into
account a surface that can effectively absorb the sediment. I can always go in after the fact and remove this, but..
I think the surrounding geography will be shaped significantly different than if the sediment actually disappeared
where it should, sinking beneath the water surface.  Any ideas on accomplishing this? if we could pipe map-based inputs into
sediment carry in the erosion device perhaps.. (I'd also love to see map-based inputs into rock hardness in the erosion device,
to vary the hardness spatially)

thanks
Brian

Stephen

Hi there,

This is a great suggestion -- and is actually something I"m actively looking into, as it ties in perfectly with some river system work that is going on at the moment as well.

Last time I experimented, I didn't find a hardness map input much more useful than simply masking -- but I'll take a look again, the code is already in place for it.
-- Stephen Schmitt
- Creator of World Machine

Tangled-Universe

Oh man...did I just hear you say masking for hardness? And perhaps also for the sediment flow???

That would be absolutely awesome!

Stephen

Just a followup after evaluating these two ideas in a prototype:

I've re-evaluated the hardness input map idea and I do believe now that it is probably worthwhile. When I tested it last, I was only essentially modulating the erosion susceptibility at a point; the new version uses the hardness to also determine sediment capacity and filter application, which makes the effect pronounced enough to be useful. It improves upon basic masking by letting you have areas of greatly differing erosion amounts; note though that if you need absolute masking (areas whose height values are completely unaffected) you still need to use the regular mask input.

The sediment sink mask input is a huge benefit, and is definitely in place. It is useful for any areas of the map that should remain clear of sedimentation; this is useful for lakes, rivers, etc but also useful for roads (the highway department does something after all), etc. It also solves a major problem that the upcoming river tool had coexisting with erosion.


-- Stephen Schmitt
- Creator of World Machine

Tangled-Universe


goblox

Quote from: Remnant on March 05, 2015, 01:45:58 pmactively looking into, as it ties in perfectly with some river system work that is going on at the moment as well.


You said "river system work" but all I head was meander.  :D

Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Verification:
Please leave this box empty:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:

Shortcuts: ALT+S save/post or ALT+P preview