@monkschain
Well, I didn’t save that file, and of course as I closed it I realized I should have. Thus, I cannot upload the file for you to have a good look at.
No matter, let me try’n’break it down a bit from what I can remember: In the last post I made a remark about the pyramid like structure of the first shot, the second example was my answer to this problem. Let’s look at the changes per node:
Erosion: I reduced the Channel Depth setting in the ‘Channeling Erosion Parameters’ area. This reduced the depth of the erosion, making it more even. Next I increased ‘Erosive Power’ to round off the peaks and smooth out the valleys. This is not the best solution because now we have area’s on the slopes that look like glaciers, however, we could fix this in our 3D program or game engine with texturing and what not. Either way, we now have less pyramid like shapes in our terrain.
Perlin Noise: I made the ‘Feature Sizes’ smaller to impart more detail. This offset some of the loss in detail increasing ‘Erosive Power’ imparted.
Voronoi: Changing the ‘Scale’ attribute from large to small has the effect of creating fewer or more peaks, respectively. The first pic has too many peaks, so I just increased the scale (moved the slider to the right). Now I have fewer peaks.
I then increased the ‘Terrain Height Scale’, the slider located below the real time preview window on the left hand side of the main screen. This made up for the loss in height variation imposed after I decreased the number of peaks as described above.
Tweaking the Combiner’s ‘Strength’ attribute is a good way to strike a balance between the mountain shapes generated by the Veronoi generator, and the random noise of the perlin generator.
Yes, the screen shots are 1024’s. 512’s do not look nearly as nice.
One last thought: I had a simple goal in mind, make mountains less pyramid like, but that was about it. I just play around while keeping some
basic rules in mind and see what happens.