0.5m..? Phew! That's must be some dataset Seppen. How does Max handle it btw? I'm hoping to learn some Max soon- hopefully, fingers crossed.
I've seen some amazing New Zealand datasets- used in Terragen.
You tried mapressor then...? :-D
GeoControl is a great piece of software but it's held back at the moment by a distinct lack of 64 bit support.
Max terrain size 4096 (it used to support 8096). Way too small for my uses. Been told that it's imminent
though- I'm thinking this year or maybe early next year. I think once it goes 64 bit I'll be using it much more
for a few features.
Didn't see this thread until yesterday...
Exactly! regards the Geostuff- I take it you mean GIS support by that. I've been arguing the case as it were-
well the folks over at ME-DEM have been looking for it for some years now. We did set up a forum called Terrain
Summit where lots of folks came together from terrain modelling/rendering. We did manage to agree and provide input for the development of a new terrain file format called hf2/hfz. Aaron Torpy of L3Dt wrote it and it's supported by World Machine, Wilbur, Leveller, Global Mapper and upcominmg support is promised by GeoControl.
It provides tiling, projection info and compression options. Really cool format.
The forum kinda dissipated. We also tried to get together some kind of consensus on support and
"standardisation" of overhang data- you know for displacements and cliffs, etc, but I think it was just too soon for that to happen mainstream. And practically there weren't really any renderers at the time (other than
high end commercial ones) to provide a compelling target. Of course rendering engines all have their own
solutions for it, but we wanted a widely available file format. We live in hope!
I was just re-iterating some stuff on what was discussed on the Terrain summit. Ideas I've formed over the
last..well nearly 10 years or so now. Yikes..been that long! To be honest, ever since I first got into
converting my old role playing maps over to the computer I thought that we needed to upgrade the approach used by the "fantasy" map making / world building community to use industry standard cartographic tools. Well not so much that. as frustrated. I was just trying out all kinds of software and workflows but the two worlds of GIS and Art/Gaming never seemed to mesh. So workflows were impossible. For eg, I did try out some cave mapping software to convert my old hand drwan maps but you had to bend over backwards to get anything. Totally impractical for maps of any size. Again, that software is in the GIS community, and it does support the shp format- but how many softwares in the artist community do you know that do? Illustrator doesn't and I can't see it ever doing. Dunno. And I can see in Outerra the closest we've got to a simulation approach/aspirations, which places it well for the link up of the GIS and Gaming worlds. Of course it would be impossible though without the spherical projection and the focus on the GPU.
There was a paper published which Brano sent me a link to called Riverworld or Riverland I think which uses that approach of prioritising the riverbeds and then building the terrain around it. The thing is,in my opinion, it's not just an unnecessary focus on simulation (where none is needed- the case with most applications), but the real bonus is that is the visual authenticity (for geographic scales of terrain) is emergent from that. Ie, you can't have great looking terrain (on that scale) without connected river networks, without require correct hydrology. Well, you can fake it actually but I think procedural texturing would be one thing which would show up the deficiences. Rendering water courses would be another- it'd be a nightmare to correct riverbeds on any scale ok ,render the river as a texture but physics in the gaming world is rapidly going beyond that. You can get the good hydrology without moving away from a heightmap representation and using brute force erosion, but it's very destructive to your terrain and unpredictable.
But then, with the advancement of GPUs, it might become much more easy to use purely erosion to get the maps artists want rather than solutions as Mark has suggested. I know that RedRobes GTS would be WAY more usable on a GPU. Maybe with the GPU it would be possible to model with rain falling onto the model to provide real time feedback of water courses. Put your wellies on!
Perhaps even throw in a solid state drive (as Robes now has!) for the i/o bottleneck.
monks