FTPro - Prescale Editing issue
I am working on building a world from scratch using FTPro. Right now I am building one of the continents from scratch using the Prescale editing tool, just to get the general outline. But when I start trying to build the mountain ranges I keep getting spikes of terrain that are 10s of thousands of feet high. I can Prescale edit the spikes back down again, but next time I pass over that region the spikes build right back up again.
I am not using a large value in the Prescale tool. My usual settings are anywhere from 3 to 11 pixels in width/height, and an edit value of 0.001.
Am I just reaching a local limit of the fractal function where it starts going exponential once it exceeds a certain value? Or is there something else going on?
Thanks,
TMO
I am not using a large value in the Prescale tool. My usual settings are anywhere from 3 to 11 pixels in width/height, and an edit value of 0.001.
Am I just reaching a local limit of the fractal function where it starts going exponential once it exceeds a certain value? Or is there something else going on?
Thanks,
TMO
Comments
What fractal function are you using? The default ones (fBm and Ridged Multifractal) had some implementation issues that could lead to spikes if the number of octaves was set too high (more than 12, if I recall). Those spikes, however, are present regardless whether the editing tool has been used or not.
What's your surface editing resolution (world size)?
Do you have a screenshot of the problem that you can share?
The version of FTPro is one of the Betas. All the Help screen says is 2.4. The World editing size is 4096. I think everything else is in the screenshot. You can see the altitude on the spike is ~15k. The height of the surrounding terring is in the 600's.
I'm unable to replicate this problem with the current beta version and I'm not really sure what would be causing it.
I tend to steer away from the Voronoi plugin because it's a horrendously slow implementation and I don't think it adds much beyond the Improved Perlin Noise implementation of RMF.
I've been using the Voronoi because it seems to (to my inexperienced eye) do a better job putting mountain ranges near the edges of continents than always in the center. Since I wound up erasing all the land to build my own on this world, it's not quite as important here.