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Zero01

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  1. The picture is becoming progressively clearer. Thank you guys!   I'm searching for new erosion and also terrain generation algorithms. I found dozens of papers, but I don't get results like in World Machine or Terragen. Which algorithms do they use? Where can I find new advanced algorithms? (e.g. the book "Texturing And Modeling - A Procedural Approach" was inspiring)
  2. Thank you very much, that looks promising. You mean it's a mixture of masking and displacement mapping? Can you tell me a little bit more about that? I was also astonished about the erosion effect on the path in the middle. The path looks so 'broken' and 'washed out'. I already implemented thermal and hydraulic erosion, but I don't know how to get such results as in the image?
  3. Thank you ali, but I hoped to inspire a brief discussion about various techniques and concrete answers to my questions.
  4. The terrain on the image below was created with unreal engine 3. ( http://www.unrealengine.com/files/features/Terrain_6.jpg )   How is it possible to generate such a well eroded terrain?? In the image stones (and rocks) alternates with soil heavily. What do you think? Are the stones on the path (in the middle) integrated in the heightmap? How is it easy possible to texture all the stones? [attachment=13804:Unreal-Terrain_6.jpg]
  5. take a look at [url="http://gamedevelop.eu/en/tutorials/dual-paraboloid-shadow-mapping.htm"]http://gamedevelop.e...dow-mapping.htm[/url]
  6. maybe you find something on this page: [url="http://gamedevelop.eu/en/links/game-programming.htm"]http://gamedevelop.e...programming.htm[/url]
  7. I've checked your code and I'm sure that there are no more bugs in your project, but you wasn't aware of the premise for DPSM: if you want good quality, then (like Viik said) you have to use highly tesselated geometry! Your ground plate has 4 verts, that's the cause why you have distortions. Use as much verts as possible! Incidentally, one function for building the shadow maps is enough: only direction and the render targets are different - use params.
  8. 1. The R32F format is slower, but more accurate! 2. You shouldn't comment out the g_fDir param! If you want, send me your code (mail address in my profile) and I will fix it!
  9. The code is correct but there is definitly something wrong with your shadow maps -> are you sure that you use the above shader? -> there is no paraboloid projection on your shadow map! Maybe the effect params are wrong? and which format to you use? (R32F is recommended)
  10. You're only partially right. The most important steps: a.) creating shadow maps - set front shadow map - render scene from light's perspective (pos. dir: g_fDir = 1) - disable back-face culling - set back shadow map - render scene from light's perspective (neg. dir: g_fDir = -1) ->shadow maps are created b.) render final scene - set scene render target and the shadow maps - render from cam (view matrix) that's it! Your shadow maps have to be placed at the final light position.
  11. If I understood you correctly: You can't change the position until the process. You can place the light and the matrix arbitrary, but you have to render the scene according to your light position and shadow maps. What you have done so far looks right.