File: UsersGuide.txt

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Terraform Users Guide

Robert Gasch

   This is the user's guide for terraform, an interactive digital terran
   generator/modeller.
     _________________________________________________________________
   
   Table of Contents
   1. [1]An Guide to the different Views
   2. [2]Rendering in POVRay
   3. [3]Interactive Height Field Transformations
          
        [4]Craters
        [5]Fill
        [6]Fold
        [7]Gaussian Hill
        [8]Linear Scale
        [9]Mirror
        [10]Rotate
        [11]Roughen/Smooth
        [12]Transform
                
   4. [13]Non-Interactive Height Field Transformations
          
        [14]Clone
        [15]Contour Line Map
        [16]Erode
        [17]Flowmap
        [18]Invert
        [19]Place POV Objects
        [20]Rescale
     _________________________________________________________________
   
Chapter 1. An Guide to the different Views

   The different views/projections themselves should be self-explanatory.
   The "Fast Wireframe" thing might not be so, here's a short
   explanation: The default views all operate on the height field data
   directly and are designed to give good quality previews. When you
   select the "Fast Wireframe" option, terraform builds an index of the
   actual triangles making up your height field at the given resolution.
   This makes redrawing much faster, making it possible that you can
   rotate this preview by clicking and dragging your mouse.
   
   When you're in "Fast Wireframe" mode, the 2DPlane, 3DHeight and
   3DLight views will be shown unaltered while the 3DWire view will
   switch to the fast wireframe mode.
   
   Generally, the height fields are much more fractal/rough than you
   would think from looking at the wireframe. The Wireframe view modes
   are really just an approximation of the general terrain type. The
   "Grayscale" colormap with "3D Light" view is the view type which best
   shows the terrain roughness. Export a few height fields to PovRay to
   get a feel for this.
     _________________________________________________________________
   
Chapter 2. Rendering in POVRay

   Choose the menu File-Export-POVRay to render the current height field
   using POVRay. The default template file used is
   $TF_DATADIR/tf_land.pov but you can change this from the options menu
   and from within the resource file. By playing around with tf_land.pov,
   you can create more sophisticated renderings that are accessible from
   within terraform. If you create something cool along these lines,
   consider mailing it to me so that I can add it to the terraform
   distribution.
     _________________________________________________________________
   
Chapter 3. Interactive Height Field Transformations

   This section covers the different transformations which support a
   real-time preview.
     _________________________________________________________________
   
Craters

   Place the specified number of craters on the height field using the
   specified parameters. This is a slightly modified version of John
   Beale's hf-lab crater routines. On the crater dialog, if you reduce
   the number of craters to 1, you can specify the exact locaton of the
   crater.
     _________________________________________________________________
   
Fill

   Fill the terrain object up to the specified elevation, using using the
   tightness parameter to determine how much the altered points are
   allowed to deviate from the specified elevation. Per default, all the
   points beneath the fill level are altered. If you chose to "Keep zero
   elevation" values, points with an elevation of zero (typically there
   is just one such point) will remain unaltered. This is relevant since
   filling is followed by a rescale.
     _________________________________________________________________
   
Fold

   The 'fold' option allows you to create a margin at the edge of the
   height field which is submerged below the current sealevel. This is
   useful to force (a generated) height field to be integratable into a
   scene with a predictable horizon or sealevel and is probably best used
   in small multiple steps.
     _________________________________________________________________
   
Gaussian Hill

   This creates a gaussian hill at the specified location with the
   specified parameters. You can use the 1st and 2nd mouse button to set
   the location parameters.
     _________________________________________________________________
   
Linear Scale

   Picks a point and scales the surrounding terrain in a circular maner.
   Can be used to make all sorts of circular shapes. Still needs some
   work. You can use all 3 mouse buttons to set the placement parameters.
     _________________________________________________________________
   
Mirror

   Mirror the height field along one of four axis. Horizontal (-),
   vertical (|), top-left bottom-right (\) or bottom-left top-right (/).
   This is useful for leaving the general characteristics of the
   landscape intact while changing it's layout.
     _________________________________________________________________
   
Rotate

   Rotate the height field in increments of 90 degrees.
     _________________________________________________________________
   
Roughen/Smooth

   Use neighbour-averaging to roughen or smooth the height field. The
   factor determines how much of the computed roughening is actually
   applied to the height field. In it's default invocation, the 4
   directly neighbouring squares are used to calculate the roughening. If
   you select big sampling grid, all 8 neighbouring cells will be used.
     _________________________________________________________________
   
Transform

   Transform applies a power transformation to the current height field
   such that height=pow(height,factor). You can choose to invert the
   power factor before applying it and wether you wish to also transform
   the current sealevel.
     _________________________________________________________________
   
Chapter 4. Non-Interactive Height Field Transformations

   This section covers the differnt transformations which don't have a
   real-time preview.
     _________________________________________________________________
   
Clone

   Make a copy of the current Height Field and show it in a new window.
     _________________________________________________________________
   
Contour Line Map

   Make a map of adjacent points within certain elevation bands using a
   selective flood-fill algorithm. By thinning the bands, you can
   approximate the Isograms (contour lines) which you can see on a real
   map. STILL NEEDS SOME WORK
     _________________________________________________________________
   
Erode

   This routine calculates the flowmap and the uses the flowmap to erode
   the terrain, refreshing the flowmap at regular intervals (thus trading
   accuracy for speed). This is a lot faster than John Beale's code, but
   needs some more work.
     _________________________________________________________________
   
Flowmap

   Calculate the flowmap of the current height field (see code for
   details). You can choose between the Single-Flow-Direction algorithm
   (which is reasonably fast) or the Multiple-Flow-Direction algorithm
   (which is pretty damn slow). On my machine (AMD K6-233) SFD takes
   about 2.5 seconds, while MFD takes around 30 minutes for a 400x400
   height field.
     _________________________________________________________________
   
Invert

   Inverts the current height field, leaves the waterlevel unchanged.
     _________________________________________________________________
   
Place POV Objects

   Allows you to place a specified PovRay object on your landscape and
   write a corresponding POV include file. THIS CURRENTLY IS BROKEN.
     _________________________________________________________________
   
Rescale

   Allows you to either double or half the size of the current height
   field.

References

   1. file://localhost/tmp/@5954.2#VIEWS
   2. file://localhost/tmp/@5954.2#POVRENDER
   3. file://localhost/tmp/@5954.2#INTERACTIVETRANSFORMATIONS
   4. file://localhost/tmp/@5954.2#AEN32
   5. file://localhost/tmp/@5954.2#AEN35
   6. file://localhost/tmp/@5954.2#AEN38
   7. file://localhost/tmp/@5954.2#AEN41
   8. file://localhost/tmp/@5954.2#AEN44
   9. file://localhost/tmp/@5954.2#AEN47
  10. file://localhost/tmp/@5954.2#AEN50
  11. file://localhost/tmp/@5954.2#AEN53
  12. file://localhost/tmp/@5954.2#AEN56
  13. file://localhost/tmp/@5954.2#NONINTERACTIVETRANSFORMATIONS
  14. file://localhost/tmp/@5954.2#AEN62
  15. file://localhost/tmp/@5954.2#AEN65
  16. file://localhost/tmp/@5954.2#AEN68
  17. file://localhost/tmp/@5954.2#AEN71
  18. file://localhost/tmp/@5954.2#AEN74
  19. file://localhost/tmp/@5954.2#AEN77
  20. file://localhost/tmp/@5954.2#AEN80