Creating Custom Terrain Shapes with Shaper

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  • Опубликовано: 10 сен 2024
  • TerreSculptor Tutorial Video.
    Creating custom terrain shapes in TerreSculptor using the Shaper Modifier on the Transform Menu.
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Комментарии • 14

  • @demenzunmedia
    @demenzunmedia  Год назад

    NOTE: The Shaper Device is now on the new Geology Menu.
    As more Devices have been developed, some rearranging of menu items was necessary.

  • @emoneydatruth1
    @emoneydatruth1 2 года назад +2

    Thank you for making this available, I can not express how much love I have for you for doing this. Thank you so much.

  • @ChuckstaGaming
    @ChuckstaGaming Год назад

    Awesome stuff! I used Gimp instead of Photoshop to make the mask. I drew the island shape freehand, then applied the blur (Filters -> Blur).

  • @morbottgaming2895
    @morbottgaming2895 3 года назад

    Fantastic!

  • @RaiPREV
    @RaiPREV 3 года назад +1

    This is awesome

    • @demenzunmedia
      @demenzunmedia  3 года назад +2

      Thanks.
      The new software build with the Shaper modifier is now available for download.
      The next video which will be uploaded shortly shows how to create really cool multi-biome terrains by using a combination of the Shaper modifier and the Blend modifier. It allows for complex custom terrain layouts.

  • @captainstardust2255
    @captainstardust2255 2 года назад

    Instead of having to do all of this, in multiple software too, wouldn't it be easier to have a system where the user can shape out an area. That area can be made into a separate layer, much like how Krita or Photoshop work, and all the modifiers and transformations done would only affect that area. Seems like this system would be a lot easier for the user to understand, it would mean you wouldn't have to rely on another software and it would speed up the entire process.

    • @demenzunmedia
      @demenzunmedia  2 года назад +4

      That's the plan with the Terrain Stack.
      TerreSculptor is still under development and many of the features are not completed yet.
      When the Terrain Stack is functional, then the Modifiers that rely on an external mask or heightmap can reference that on the Stack to allow for all work being completed within the one app.
      This includes such Modifiers as Blend, Combine, Displace, and Shaper. The dialogs for these specific Modifiers have already been updated to access a Terrain Stack item in the latest Beta Build, for when the Terrain Stack gets completed over Q3/Q4 of this year.
      Then you can use any type of source for the second input on those Modifiers, such as a Noisemap Generator or a mask from the Mask Editor etc. The Mask Editor will soon have 2D Spline based shape creation, which can be used with Modifiers such as Shaper.
      The Terrain Stack will eventually allow for a Mask per Stack item as well, so that you can mask off where a Modifier in the stack layering affects the heightmap, so for example you can apply Terraces to a masked off section of the terrain, to create complex multi-biome terrains.
      You can think of the Terrain Stack as a more powerful Layer system than Photoshop, or also similar to the Mesh Modifier Stack in Autodesk Max. The current Terrain Stack code in the current release build is mostly non-functional and only a test of the user interface for it.
      The Terrain Stack has been a part of the original design documentation since the beginning.
      TerreSculptor is free software developed by a solo programmer, so it takes time to get these features completed.

    • @captainstardust2255
      @captainstardust2255 2 года назад

      @@demenzunmedia I really appreciate the feedback and I'm glad the software is still work in progress. I saw that the blog section of the Demenzun Media site hadn't been updated in a while.
      The Terrain Stack sounds great and it looks like it will unlock the potential of the software.

    • @demenzunmedia
      @demenzunmedia  2 года назад +2

      @@captainstardust2255 - Being a solo developer, and still working a full-time job in the tech industry to make my actual income, I never have enough time to keep up with everything that I need to, unfortunately.
      I try to spend as much time as possible in actual software development or making tutorial videos, as those are the priorities. This year I broke the 800,000 lines of source code target, now on to 1 million lines. So some of the areas like the blog get left behind due to time constraints, and only get updated a few times a year.
      I usually post updates on the software development on my Twitter every day or a few times a week depending on the amount of news, and on the Patreon page and Facebook group as well. Plus I always check the Discord and Facebook page a couple of times every day. I don't let the social media areas lapse.
      It's a lot of work for one person. :)
      I have applied for a grant to see if I can hire a couple of additional people to get some of the much needed work completed, such as finishing the online Help web site.