Populate Terrain 3ds Max 2016 13 [PATCHED]
Populate:Terrain assists in creating and optimizing terrain surfaces from contour lines or from existing meshes. The quad based output allows for easier later remodeling, for example using push/pull painting. The regular face size reduces rendering issues (GI, displacement) and you can use Turbosmooth on it.
Populate Terrain 3ds Max 2016 13
This project will be at an intermediate level of difficulty, going through the creation of a creepy forest scene. You should be used to Vue's ecosystem scattering and atmosphere editor, which are the program's two most powerful tools. We will create the shape of the terrain for our scene and then populate it with an ecosystem. Afterwards we'll have a look at the atmosphere settings to give the scene our desired mood. Lastly, we'll set up custom render settings to render the scene. In this scene, I wanted to give the feeling of being in a forest where you reach a clearing and find this old little house...
In this first step, I start with an empty scene, adding the main terrain where the hut and camera will be. Choose standard terrain for the left icon bar, and set it to roughly 200m long and 200m wide. The height is not really relevant at this stage, since we'll sculpt the terrain to the shape we need.
Open the terrain editor by double-clicking on it. Inside the terrain editor, delete the terrain by clicking on the first icon in the top-left of the toolbar. This way we'll have an empty flat terrain which I can start sculpting to the desired shape in the next step.
In this step I begin to sculpt the terrain into the shape I have in mind: a small stream where the bridge will go over, and a little path that leads to the hut. For that, I raise the terrain resolution to 512 x 512 and start sculpting with the Raise tool. I raise the terrain to the height I need, leaving a free space for the stream.Afterwards, I invert the Raise tool to sculpt out the path. For this, I use very low flow values in the Global Settings tab. When I'm satisfied, I go to the Effects rollout and press Diffuse a few times to smoothen the terrain.
To give the path a different material to the rest of the terrain, I use Vue's Paint Material option inside the Terrain Editor. I use a mapped texture downloaded for free from cgtextures.com for the entire terrain, but of course you can use whatever material you like best for this. After that, I double-click on the Terrain Editor again, and choose Paint Material from the Brush Preset rollout. I use this to paint along the path I sculpted earlier, just using the standard material that is applied to the brush when you select it. Again, you can use any material you like for this.
Now that I've finished the base for the scene where the main story will take part, I'm ready to add the props. For this scene, I use Ravyn's 'Bone Man's Hut' and 'Bridge to Redemption' available from Content Paradise, but other house and bridge objects are also available there. I position the bridge over the stream, where I sculpted the path earlier, and adjust it to the size needed to reach between the two sides. If necessary, go back to the Terrain Editor and sculpt the terrain some more to make the bridge fit. I also add the hut, positioning it so that I can see the entrance; I decide a three-quarter view of the hut looks best for my scene.
Now I need to add more depth to the scene. For this, I just duplicate the main terrain and flip it 180, positioning it to get a continuing stream. I duplicate and flip it 180 again, once more positioning it to get a longer stream. When I'm satisfied with the position, I simply group the terrains together and use the main terrain material to delete the extra path material, since we don't need it back there. We won't see much of these terrains, but we need them to get the illusion of depth for our scene.
To fill up the scene and get the desired effect of being in a forest, I need to add more terrains, surrounding my main terrain. For this, I just create a standard terrain the length of almost all three existing terrains. In the Terrain Editor, I delete all the detail from the terrain by clicking on the first top-left icon, and then use the Raise tool to sculpt is as shown in the screenshot. Feel free to sculpt it to fit your needs for the scene.
Now, to make my life easier without sculpting two new terrains, I again duplicate this new terrain two times, positioning them as shown on the screen grab. I group the terrains again and assign the same material as for the other terrains, just deleting the path material where it no longer fits. The purpose of this terrain is to give me the space to populate an ecosystem on them, so I get the feeling of being in a dense forest surrounding the small clearing which is the main focus.
Now I'm ready to start creating all the ecosystem layers needed to make the distribution of vegetation look more believable. As seen in the screenshot, I start from Figure 1 to Figure 6 layering all the different ecosystems. Figure 1 is a layer for the trees, where I use four different species to give some variation to the vegetation. When loaded in, I go to the Presence tab and use the values shown in the screenshot to prevent the trees being populated too low on the terrain, as I don't want them going in the water. In the Density tab, I use the values shown in the screenshot (Density Tab Trees! - M) to prevent the trees growing inside the hut. I use the same density settings for figure 6. For all the other layers from figure 2 to figure 4, I use the presence settings you see in the screenshot (ecosystem layers main and rear terrain). You can use those settings too if you've made your terrain the same height as mine. (If you didn't make it the same height, you will need to adjust those settings in order to fit the height of the terrain!)For the density, I just play with the settings according to the amount of vegetation I need and the amount of vegetation my system can handle! You need to adapt the density settings to your computer specs. I have 24GB RAM on this system so I can make the ecosystems quite heavy, but you may use lower density values for the grass, or enable Dynamic Population.I save this material and load it in for the rear terrain, delete the path material, and populate it, so now the rear and main terrain have the exact same material except for the path.
So now to the final step of the ecosystem distribution for my scene. As I have saved the material with the ecosystem in the previous step, I just load that in for the background terrains, and simply delete all materials except the trees and the grass ecosystem layer. Those are the only two materials I need for these terrains, and there's no need to have the stones and other stuff in there. You can of course add as much vegetation as you want to!
7 Days to Die is an early access survival horror video game set in an open world developed by The Fun Pimps. It was released through Early Access on Steam for Microsoft Windows and Mac OS X on December 13, 2013, and for Linux on November 22, 2014. Versions for the PlayStation 4 and Xbox One were released in 2016 through Telltale Publishing, but are no longer being developed. In late 2022, The Fun Pimps announced that game will be re-released on consoles targetting Xbox Series X/S and PlayStation 5. It is also available on Xbox One via Game Pass, but still unknown if it will return on PlayStation 4.
The game's events happen during aftermath of a nuclear Third World War that destroyed an extremely large part of the world, except for some areas such as the fictional county of Navezgane, Arizona. The player is a survivor of the war who must survive by finding shelter, food and water, as well as scavenging supplies to fend off the numerous zombies (hinted to be the consequence of nuclear fallout, a new strain of flu, or both) that populate Navezgane. Though there is no real objective except surviving at this moment, the developers promised a dynamic storyline in the Kickstarter and stretch goals. The video with more explanation has since been removed by the developer.
Since the Alpha release of 7 Days To Die, there have been multiple major updates containing features such as a new snow biome, forging systems, new weapons, general graphical changes and smoother terrains.
Alpha 7.8 was released on April 4, 2014, followed by Alpha 7.9 on April 8, and Alpha 7.10 April 19. Alpha 8 was released on May 7, 2014, which updated the visuals for zombie animations and smoothed the terrain for a final time. Alpha 9 was released on August 19, 2014, and added random generated worlds, new injuries, new light effects, and new graphics. Alpha Version 10 was released on November 22, 2014, and added a new character creation system with face/body morphing and visible clothing, a new zombie horde world heat map system and a new wellness system.
Alpha 14 was released on March 26, 2016, with further improvements and more features, a lot of bug fixes, as well as some performance and graphic optimizations. Alpha 15 was then released on October 5, 2016, with major improvements to random generated maps, a trader system, a new difficulty scaling and several more features. The UMA-Zombies that were introduced in this Alpha would be removed in Alpha 16.
A geochart is a map of a country, a continent, or a regionwith areas identified in one of three ways: The region mode colors whole regions, such as countries, provinces, or states.
The markers mode uses circles to designate regions that are scaled according to a value that you specify.
The text mode labels the regions with identifiers (e.g., "Russia" or "Asia").
A geochart is rendered within the browser using SVG or VML. Note that the geochart is not scrollable or draggable, and it's a line drawing rather than a terrain map; if you want any of that, consider a map visualization instead. 350c69d7ab