Im working on 2 projects than have equatorial ridges (Dres and a moon from a system im making) how would i make one?

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    21.7k Zenithspeed

    @TheMakerOfThings aight

    +1 9 months ago
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    @Zenithspeed You should post it publicly so other new PlanetMakers can understand remap curve and get position.

    9 months ago
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    21.7k Zenithspeed

    @PlanetFloof alright, i'll post unlisted and tag you on it soon
    edit: just did

    +1 9 months ago
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    @Zenithspeed that would be great, thanks

    9 months ago
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    21.7k Zenithspeed

    @PlanetFloof do you want me to make a basic planet with only the ridge i described above so you can try to copy it?

    9 months ago
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    @Zenithspeed ah, this has made me realize that I have no clue what I'm doing, as I understood about 10% of that lol

    +1 9 months ago
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    Death Star moment

    9 months ago
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    21.7k Zenithspeed

    the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)


    (make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled


    you will need the following elements, in order from top to bottom:
    - get position
    - remap curve
    - generate height
    - update height


    for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
    the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
    - first dot: time -1, value 0
    - second dot: time between -0.5 and -0.1, value 0
    - third dot: time at 0, value 1
    - fourth dot: time between 0.1 and 0.5, value 0
    - fifth dot: time 1, value 0
    it should look something like this: —^—
    make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
    for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
    finally, have the blue arrow from the generate height line up with the input port of the update height


    do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)

    +5 9 months ago

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