A couple of days ago I decided to experiment with another new feature in Vue 10; 3D stratification. When I first applied it on a random terrain, it generated pretty funny results. It took a while to figure out how it actually works, but now – as some of you are interested in this feature in details – I would like to show how I used it in my first, successful experiment, in a scene I just creatively named “Stratified Cliff“…
The cliff you can see above is a 1,7km×1,7km large procedural terrain, flipped 90 degrees. Although it looks pretty detailed, I didn’t need to tweak the fractal in the function editor too much. I didn’t even need to use any special fractal; this is a simple fractal with voronoi noise, canyon profile loaded as filter, and an advanced turbulence node connected to the fractal’s origin. Turbulence node is a nice tool to add some details to the terrain; you can play with the sliders till you get a pretty result, but it’s not essential. You can see the function and the fractal settings below:
…and here’s the trick. If you have used strata filter, you placed it after the fractal. But if you place a filter after the fractal, you can see that 3D stratification is greyed out. Well, this filter has to be placed before the fractal. It uses a vector as input and the result on the output position will be the same as applying a “Strata” filter node on each of the coordinates of the vector. It is easier to use because no composer/decomposer node is required, and the parameters for all three strata filters are gathered in a single, compact interface. Since it filters a full 3D vector, a good place to insert it in a graph is between the input position and the fractal or noise node on which the effect is desired. – says the reference manual.
To get the result I wanted, I set the processing strength to X to zero, and set the same value to Y and Z. A value of 4 gave a visible, still not too strong strata. The parameters are already familiar from strata filters; processing strength determines how the effect is taken into account in the output result, rock layer hardness determines the steepness between the top and the bottom of a layer, rock layer thickness contributes to layer spacing, which is the distance between the repetition of two filtering patterns. Plateau filling controls the slope of the plateau, with smooth edges you can decrease the sharpness of the output result, and with smallest feature you can refine smaller details, iterations. With the three strata positioning options on the right you can control e.g. the orientation and the angle of layers.
Using the settings above, this is how my terrain looks like in the terrain editor:
Flipped 90 degrees, with 100% slope influenced ecosystem added, this terrain gave a nice cliff, as seen in the viewport shot:
Well, basically this is how I created this scene; these were the most important steps to create these effects. Give it a try; play with all the options and don’t stop till you get some nice results ;). Special thanks to Dave Bourdick for his kind help.
Thanks for reading! 🙂