Terrain Mixer Manual 1 86
Terrain Mixer Manual 1 86
> ABOUT 2
> WHEN YOU OPEN THE FILE FOR THE FIRST TIME 2
> ABOUT
Terrain Mixer is a very fast terrain generator. It is made of Cycles materials, 3D objects, and
textures (image inputs). Terrain Mixer materials combine dozens of nodes and node groups.
Although it is very easy to use, there isn't really ‘the right way’ of using it. You have to
experiment and find your workflow. We suggest that you start by simply moving sliders left and
right. You can also enter the node groups by selecting any of them and pressing TAB. The
package already contains a lot of heightmaps and colour maps, but of course, you can use your
own heightmaps and colour maps.
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> WHEN YOU OPEN THE FILE FOR THE FIRST TIME
The terrain object has the Subdivision modifier applied to it. If you want to work faster in the
Viewport, make sure to set it to a lower Subdivision level. For example ‘4’. For an even faster
workflow, we suggest you to use the ‘Fast Shading’ which you can set inside the Terrain Mixer’s
material node setup.
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TERRAIN
Scene object: Terrain_2000x2000
Material: Terrain
Mixer
This is a really powerful node group, because it allows you to mix four different height inputs.
Grand Scaler
With this node group, you will be able to scale all of the inputs at once.
Grand Shifter
With this node group, you will be able to shift all of the inputs at once.
Shifter
With this node group, you will be able to shift the inputs individually.
Rotator
With this node group, you will be able to rotate the inputs individually.
Skewer (watch the video)
This node group allows you to skew the terrain details (cliffs, etc.).
Cascader
Use the cascade node group to add cascades to your terrain.
Canyonizer (watch the video)
With this node frame you’ll be able to transform your terrain into canyons.
Color System
Add some color, roughness, and specularity to your terrain with the help of images or
procedurally. You can also add snow or sand.
Fastshade
If you switch to FASTSHADE you will gain more speed when previewing edits inside the
Viewport.
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FAKE SKY (watch the video)
Fake Sky consists of the object that has a texture applied to it and an Empty that is used for
rotation, translation, and scaling. You can render the terrain and the Fake Sky together, or you
can render them as two separate passes.
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PLAIN TERRAINS
You can generate Plain Terrains procedurally, which allows unlimited variations, and you can
also achieve amazing ground details. This is very useful when rendering objects which are
closer to the camera.
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BLENDING
For even more realistic results, you can blend objects with the ground. To see how it works,
make the Suzanne object visible (the one that is already in the Outliner/3D Scene) and look
inside its material properties/node setup. To avoid any unnecessary headaches, we suggest
that you apply this material to your object and make adjustments (adjust color, roughness, etc.).
Feel free to replace that blue colored node group inside the ‘OBJECT SURFACE’ frame with
your own color setup.
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> FAST TERRAIN GENERATION (by animating sliders, watch the video)
If you need multiple terrains fast, the easiest way of doing it is by animating the inputs of one or
more nodes or node groups. For example, go to the Mixer node group, define value for any of
the sliders, and add keyframe . Then, in Timeline, move 30 frames forward, change the value of
that same Mixer slider and keyframe it. When you press play in your timeline, or scrub it
manually, you should see the terrain changing.
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> POTENTIAL PROBLEMS
Flat Plane
If your terrain is displayed as a flat plane, double-check that your Image source nodes are
actually linked to the image files inside the ‘Maps’ directory.
Optix Issue (Blender 2.83 LTS & 2.91)
At the moment Optix doesn’t support Bevel and Ambient Occlusion nodes for Cycles. If you’re
using Optix make sure to mute the Ambient Occlusion node inside the Suzanne’s material
(Material: BlendWithGround).
Banding
Sometimes, when you come really close to the terrain’s surface, you might notice a banding
effect (stripes/lines). It is actually related to Blender/Cycles more than it is to Terrain Mixer.
Inside the Material Properties, under Surface/Displacement change ‘Displacement and Bump’ to
‘Displacement Only’. Of course, this means that you will lose bump details. If your machine
allows you to push subdivision levels way up then it doesn't really matter, but if you have a bit
weaker machine/card you might want to use bump as well. So, if you need bump details, you
can change the Texture Interpolation (those 4 Image source nodes for heightmaps) from
Closest to Linear or Smart. That usually solves it.
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