Product Chat / Procedural Terrain Shader 4 GameGuru

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Preben
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Posted: 5th Apr 2017 15:06 Edited at: 5th Apr 2017 15:07
Download the new procedural terrain shader from daily3d.com



( Remember to backup your old shader before trying this ).
terrain_basic.zip
Unzip the files , and copy:
terrain_basic.fx to /files/effectbank/reloaded/
variation_N.dds and variation_D.png to /files/terrainbuild/texturesource/

The variation texture should always be in texture slot 14 to the left of the last rock texture (all slots = 0-15).

After that the shader will texture your landscape for you while you edit, it use slot 1 (sand), slot 4 (grass), slot 9 (mud) , slot 15 (rock) to generate the terrain with a perfect blending. it will use the variation texture to make variations in your landscape.

All other texture will act as normal, except slot 5, it will have a hard edge blending and can “hard blend” into any other texture.

Lee’s slot 0 can still be used for a perfect blended texture.

GG Loader is NOT needed to use this, only for the special snow blend (just ignore that).

The video is a mess, and stressed me making the voice over after all the cutting,fast forward … so bare with me, and sorry for the ff voice





Spent more then 40 hours on this one with all that blending going on in the shader, had to mix all textures in a different way, so please give it a try and let me know how it works for you, and YOUR screenshots/feedback welcome
Download
best regards Preben Eriksen,

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GraPhiX
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Posted: 5th Apr 2017 15:24 Edited at: 5th Apr 2017 15:24
This is brilliant Preben will these shaders be added to GG officialy? and I heard you had Alvin and the chipmunks help you with the voiceover LOL

Great work
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Preben
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Posted: 5th Apr 2017 15:37
GraPhiX: We talked about, perhaps as an option to select it from within GG, but well have to see if people want it.

The chipmunks was a great help making this video, Alvin also helped fix some bugs
best regards Preben Eriksen,
GraPhiX
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Posted: 5th Apr 2017 15:48
@Preben - thank you I think it would be awesome to have it a a selected feature, I am playing with it now, so far so good

sorry about the chipmunk thing it just gave me a laugh on what has been a boring afternoon
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Posted: 5th Apr 2017 16:11
Looking great as always.
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Belidos
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Posted: 5th Apr 2017 16:11 Edited at: 5th Apr 2017 16:12
Want want want want

Start counting the votes, that's four for me

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MK83
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Posted: 5th Apr 2017 19:20
@Preben, Hi, I just donated to you. Do I download all of them or just the top one? ( Support GameGuru Shader work. – gameguru-shaders1080-tree.zip)
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JackalHead
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Posted: 5th Apr 2017 20:17 Edited at: 5th Apr 2017 20:21
Of course we want it. Dont know why this wasn't added long ago. Manually texturing terrain sucks. Great job.
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3com
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Posted: 5th Apr 2017 21:21
I'll give a try next weekend. Thanks againt Prebem.
Great work as well.
I want too it being a GG feature.

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LeeBamber
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Posted: 5th Apr 2017 21:44
It is definitely possible to have a way to switch between Preben's shader and mine, any suggestions on how the UI should offer this feature? Perhaps an additional drop-down list box above the texture slot selector?
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Honkeyboy
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Posted: 6th Apr 2017 00:04
Just tried this using 28,2,17 m8 and the blending is superb, really really nice ty
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Posted: 6th Apr 2017 05:08
I like it. Thanks you.

Some screen shots when I replaced with one of my terrains.

Some images not filled in. No big deal, I will add them now.







This was a 10 minute terrain test, So with a little more touch up, I can get out the small patches of banding.

Really nice, I love the way it puts in random patches of other materials.

Great addition to Game Guru.

Thanks again.
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Posted: 6th Apr 2017 06:36
Quote: "Perhaps an additional drop-down list box above the texture slot selector?"


I believe that would be actually a great Idea.
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Preben
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Posted: 6th Apr 2017 07:18 Edited at: 6th Apr 2017 07:22
MK83: Just download "terrain_basic.zip" , the other shader files are already in official GameGuru so not needed

Pirate Myke: It is able to use any image as a variation textures , but it should go into this slot

Variation: red circle.
Blue star: textures used in the variation mix.
Green star: Hard edge slot.



Also you have blending errors , because you have already painted the terrain , just use "shift" when painting to remove that and get a perfect blending


But try like Myke to put something random in the variation slot to get different variation in your landscape, perhaps you find something cool looking.

Lee: that could be a spot for a start , but perhaps there would come others like water etc... ?, perhaps some sort of "Add shader" to .fpm function ?
best regards Preben Eriksen,
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Posted: 6th Apr 2017 08:00
I will try that. And I will try the shift to get the blend better.

Thanks.
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Posted: 6th Apr 2017 10:05 Edited at: 6th Apr 2017 10:48
instead of making it difficult and adding more menu items why don't we just reserve the filename VARIATION_GGS.PNG and if that filename is used in SLOT 15 automatically set the shader to prebens shader, would this be acceptable ?

Just a quick question how do we create are own variation texture file are there any special requirements, can you do a step by step Preben please or anyone whom knows how to create it, the file Preben has looks like the old mandlebrot set images
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Tarkus1971
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Posted: 6th Apr 2017 12:32
Just purchased this amazing stuff preben. Thank you. the terrain now looks fantastic, and yes I hope it's included within GG at some point.
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Posted: 6th Apr 2017 12:33
This is amazing Preben - thank you.

Would there be a way to associate a shader pack (folder) per level? In this way can customise everything within a level but not have to have the same shaders for each level within an end to end game consisting of many levels?

Cheers.

Preben
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Posted: 6th Apr 2017 16:58 Edited at: 6th Apr 2017 17:00
cybernescence: I agree it would be great to be able to add the shader to the .fpm directly , if the shader is in the .fpm use that , if not use the defaults

GraPhiX: There is no directly way to make variation map , just make natural looking patterns , if white one textures is used , if black another and all in between is used to fade between them. So if you go from white to black directly you get a hard bland ...

Edit: ohh forgot you must make it seamless so it blend perfectly.

I tried making a new ( attached ) with a more hard blend , here is the result form that. just save it and use it if you like the hard blend more

If you move up the terrain you can see the pattern:


Hard blend terrain, made the road using slot 5 , looks good and blend nicely.
best regards Preben Eriksen,

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3com
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Posted: 6th Apr 2017 19:05
I know that's not the test you are waiting for, next weekend I'll try to recreate a forest with the your new terrain shadows.
That's just the default one with your shadows.





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MK83
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Posted: 6th Apr 2017 19:35
@Preben,
Quote: "MK83: Just download "terrain_basic.zip" , the other shader files are already in official GameGuru so not needed
"
Got it, thanks, Now, where do these files go exactly? ie. in what folders?
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GraPhiX
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Posted: 6th Apr 2017 20:06
MK83

its up top of the thread

Quote: "Unzip the files , and copy:
terrain_basic.fx to /files/effectbank/reloaded/
variation_N.dds and variation_D.png to /files/terrainbuild/texturesource/"


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Preben
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Posted: 6th Apr 2017 22:04
MK83: Yes like GraPhiX say
3com: are you using a dynamic light per tress to make your trees shine like that ?
best regards Preben Eriksen,
cybernescence
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Posted: 6th Apr 2017 22:43 Edited at: 7th Apr 2017 06:29
@Preben. You are a shader coding super star. Really, really appreciate you augmenting Lee's code. Thank you so much. I know how much skill/experience this takes.

Cheers.
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Posted: 7th Apr 2017 00:21
I vote for the menu option. More new user friendly.
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Jerry Tremble
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3com: I believe those are the most beautiful scenes I have ever seen in any engine or any game. Or maybe I'm just buzzed and have lived in the desert too long... Anyway, they look amazing!
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Preben
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Posted: 7th Apr 2017 17:48
You can use any texture for your terrain ( dont just use terrain textures ) , this is the skullrock_d from entitybank/scenery
With a little moss mixed into it, using the hard blend variation from above post , see screenshot edit palette setup



best regards Preben Eriksen,

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synchromesh
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Posted: 7th Apr 2017 20:41
That looks amazing !!
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Ertlov
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Posted: 9th Apr 2017 13:33
After playing around, testing, adjusting and testing again - is it only on my side or is it a general issue that the terrain textures normal maps are only used very subtle?
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Preben
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Posted: 9th Apr 2017 16:23
Ertlov: You cant get any more effect out of a normal map then GG does, the only thing normal maps actually do is changing the light , thats it. the next step in getting more 3d into a 2d plane texture is parallax mapping , that will actually change the geometry , but see here the difference with and without normals ( using default textures ). Also note the better normal map you make the greater effect, this is the default sand texture and it has a nice normal map, so check you normal maps





Try setting terrain from "high" to "medium" to see the difference , the only thing happing here is turning off normal maps
best regards Preben Eriksen,

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Preben
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Posted: 9th Apr 2017 16:40
Ertlov : Checked your images, and it looks like you got inverted normals in the _N texture, should those stones not be popping up , and not down ?


best regards Preben Eriksen,
Ertlov
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Posted: 9th Apr 2017 17:26
yes, the inverstion came from my quixel scans. Fixed that now. And I understand how NM wprks, but the visual effect was still quite low compared to what I have drilled out in normal mapping even in good old FPSC.

And the Quixel normal maps are top-notch, can't imagine doing them any better.

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Preben
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Posted: 9th Apr 2017 19:03 Edited at: 9th Apr 2017 19:06
Mind magic try this.
Look at this pic for 20 sec.
http://www.slungo.com/skullrock.png
Then look at this:
http://www.slungo.com/invertednormalmap.png

Notice the rocks in the texture is inverted. Now look at this for 20 sec.
https://forum.game-guru.com/attachment/13674

And go beck to this again:
http://www.slungo.com/invertednormalmap.png

Notice a difference or is it just me, sometimes it looks inverted other times ok ?

Ertlov: Ahh i know what you mean now , and yes there is a small difference but normals are not subtle , but the difference from a standalone program or FPSC vs. GameGuru is that we need to make a cap on the normals "shadow" side to make it fit the real-time shadow , if not it just dont look natural if you have a "shiny" not matching real-time shadows , so there is some capping going on that is needed (also on the normals), the trained eye could see this, but i would not say that the normals is capped more then 10% . There is a small difference when you have to match light/shadow from more then one source. You should be able to compensate for this using the contrast and surface level but yes there is a small dif.
best regards Preben Eriksen,
Teabone
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Posted: 10th Apr 2017 01:34
For things like this and all those shaders is why Preben should be User of the Month
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Posted: 10th Apr 2017 06:16
I'd vote him "User of the Year" ^^
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3com
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Posted: 10th Apr 2017 19:30
Quote: "are you using a dynamic light per tress to make your trees shine like that ?"

Nope, just playing with TAB^2.

@ Jerry
Ty mate, glad you like.

@ all

Yes, he should be user of the century.

Quote: "Spent more then 40 hours on this one with all that blending going on in the shader, had to mix all textures in a different way, so please give it a try and let me know how it works for you, and YOUR screenshots/feedback welcome"


I'm sure this might help him a lot.
Do you know about help me to help you?

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3com
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Posted: 10th Apr 2017 20:49
@ Preben
Testing a crazy idea, I've tried to get a natural bridge like this:



Using 100% transparent texture in firts slot, just getting black color instead of transparency:



It is because I'm doing somethin wrong?
Or is because it is unachievable?

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Posted: 10th Apr 2017 21:32
Nice feature, giving a chance to get nice effects





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Preben
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Posted: 11th Apr 2017 00:24
3com: Nice effect , transparent will never work , the alpha is used for specular so... if you try to make it transparent it will just display black like you see.
best regards Preben Eriksen,
Tarkus1971
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Posted: 11th Apr 2017 13:38
Hi Preben

Thank you for this fantastic work on the terrain shader, but I have 1 question.

The "Path" texture slot 0, merges perfectly with any terrain it overlaps, is there any reason why this can't apply to all the other terrain textures also, without all that banding we are getting. If this was possible we could build even more impressive terrains.

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3com
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Posted: 11th Apr 2017 16:04
Quote: "the alpha is used for specular so... if you try to make it transparent it will just display black like you see."

Useful info, ty again.
Anyway I'm happy with the new terrain system.

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Preben
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Posted: 12th Apr 2017 09:22 Edited at: 12th Apr 2017 09:33
Tarkus1971: Yes the problems is the way that the "index" to the terrain textures is drawn , we have one image that need to include ALL drawing on the terrain this include grass ... so Lee used the "Green" color in the image for a perfect blend (texture slot 0) , you then have gradient values from 0 - 255 to make it fade perfectly into anything.

"Red" is used to draw grass.

Thats leaves the "Blue" for the rest of the 15 textures , and thats why blue color values overlap.

To illustrate this i made a series of images that show me painting in GG , takes the terrain splatmap texture to a image program, and draw some more on the splatmap, and last put it back into GG. You should be able to see how everything works behind the scene.

Thats also why im able to make blending perfect in the procedural shaders ( and the textures used ) , i use the "variation" map as an additional splatmap

Edit: When you draw in GG , everything always fade into blue value "64" , 64 is normally grass slot 4 , so when you use slot 1 to draw it will "fade" up until it reach value 64 slot 4 , if you draw using slot 15 it will fade down until it reach 64 slot 4. So the closer you are to slot 4 the less blending problems you get , the black road i made in the screenshots use slot 5 so it will fade directly to "procedural" so it have a nice edge.
best regards Preben Eriksen,

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Tarkus1971
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Posted: 12th Apr 2017 10:08
thanks for that very detailed info preben. certainly makes things a lot clearer.
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cybernescence
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Posted: 12th Apr 2017 18:11 Edited at: 12th Apr 2017 18:12
Some pretty cool stuff you can do with the terrain now ...

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Preben
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Posted: 13th Apr 2017 15:02
cybernescence: holy e bunny that looks amazing

WOW!

Guess! you used rock in slot 9 and moss in slot 4 , and draw the mountain using slot 4 , and added snow using slot 5 ?

best regards Preben Eriksen,
cybernescence
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Posted: 13th Apr 2017 16:48
I added snow to slot 11 - (where I thought you might be going from the comments in the shader) - so this is auto applied, smooth-stepped from world height 4000 to 8000. Seems to work out quite nice.

The rest is your default variation changes - which are great - thanks again. Oh except I added back in the tri-planar because the patterns and stretching didn't look too good on the rock slopes - performance hit, but I think 'highest' should mean that.

Wonder if we can use the 'High' setting separately from 'Hightest' - both of these seem to point to the same pixel shaders, assume they can be different? So "Highest' could become 'Ultra' for all the bells and whistles? Might try it and see


Cheers.
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Posted: 18th Apr 2017 15:30
New update is now available gg-shaders1804.zip

Shader will now detect if you have the "variation" texture in slot 14 , and will ONLY use the procedural terrain if its there, if not it will render the terrain like normal, just a bit faster as it now assume most is grass and will still ignore 64, so each pixel having grass in your terrain saves around 4 texture samples. So you can now use the same shader for your old levels without procedural and for new procedural terrain levels.

Added tri-planer rock again ( high and medium ) , just comment out this line in settings.fx like this:


Fixed the basemap texture problem ( distance terrain dont look like near terrain ).


Added pattern removal to medium terrain setting, so medium now also looks good and can give you a huge fps boost compared to high.


Improved terrain water reflection to look more realistic.


Added a Specular camera that follow the player around.


Not sure what features should be enabled by default , what do you think ?

cybernescence: Added tri-planer so you dont have to do it each time.
Ertlov: Fixed your problems with terrain reflection and distance transition.
Lee: We might be able to totally drop the basemap and save some GPU memory , as this way is nearly as fast , and optimising in other places will make up for it, and sure distance looks mush better.
Wolf: Your specular following the camera might need some adjusting, mainly the default intensity we should use, perhaps you could try and see what a good default intensity could be, BTW: This boost the normals on lightmapped levels and inside.

If anyone try some of the new functions please post a screenshot so i can see if anything need to be changed
best regards Preben Eriksen,
Pirate Myke
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Posted: 18th Apr 2017 16:07
Thank you. Will try these out.
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Pirate Myke
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Location: El Dorado, California
Posted: 18th Apr 2017 19:35 Edited at: 25th Apr 2017 01:33
Ok, here you go.
EDIT: 24 April, 2017
Played with the variation and used the shift to erase my original painted terrain.
Touched up all over.

Made this variation texture out of 6 Mega scan textures that I had:


Here is the map from above:


In test game:



Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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