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- Fault
- -----
- Generates a landscape by a very simple simulation of geological faulting,
- showing the result as a contour map. Each time a fault occurs, a part of the
- landscape is moved up (or down). By repeating the process hundreds or
- thousands of times at random locations across the image, an uneven terrain
- is created. The portion of the terrain faulted is determined by the fault
- type selected by Fault->Type. All but Linear are based on shapes, where the
- region within the shape is faulted upwards or downwards. The position of the
- fault shape is chosen at random.
-
- For Linear faulting, a line is chosen at random across the image, then one
- side is faulted downwards or upwards. The initial image is at a set level
- to accomodate downward faults. Linear faults look best when plotted in 3d
- rather than as a contour map.
-
- The data parameters are:
-
- No. Faults: the number of faults to be run before stopping. Higher numbers
- produce more realistic and uneven shapes.
-
- Shape Size: The size of the fault shape in OS units. Larger sizes tend to
- produce more generalised faults but may lead to obvious boundary lines which
- can look unrealistic. Smaller shapes give more uneven, bumpy landscapes.
- Sizes of 1/5th the total image give a good balance between smoothness and
- variety. Larger shapes will take longer to plot. Not used for Linear faults.
- The size is limited by memory.
-
- Step: The maximum height increment for each fault. The maximum height that
- can result is 255 unless Fault->Wrap is turned on in which case heights wrap
- around to 0. For 3d shapes such as Cone and sprites, the Step represents the
- maximum height (usually the centre).
-
- Base Level: A value 0-255. For Linear faults or when using Up/Down faulting,
- this sets the initial level (128=middle). Change this value to alter the
- "sea level" or bias towards low or high levels.
-
- Seed: The random number used as a seed to generate the landscape. To
- recreate a landscape, set Fault->Random off and set the seed value. This
- allows the effects of different shapes, sizes and step values to be
- evaluated.
-
- From the Fault menu the following options are selectable:
- Type: leads to a submenu showing the type of fault to use. The first set are
- shapes, the size of which is set from the data value Shape Size, and maximum
- height by Step.
- Circle : a circle of radius Shape Size/2.
- Cone : a conic rising evenly in height (max Step) to the centre.
- Hexagon : a hexagon of radius Size/2.
- Octagon : an octagon of radius Size/2.
- Octagon 3d: a 3d octagon rising in height to the centre.
- Sprites : leads to a panel listing a sprite shape to be used as the
- fault pattern. Click on Sprite to use this feature, and click
- on the name of the sprite to use.
- Linear : Uses linear faulting rather than by shape. When Random Step is
- on, the Step size is the maximum, rather than the actual amount.
-
- Random: when on generates a random landscape. Turn off to recreate a
- landscape using the Seed value.
-
- Wrap: when on allows height values to wrap around from 255 to 0, otherwise
- values peak at 255.
-
- Up/Down: when on faults are made randomly upwards or downwards, otherwise
- only upwards faults are made. When off, using a lot of faults will cause the
- image to end up as all high, so setting this on will help to keep heights
- between 0 and 255. Linear faults are always made in Up/Down mode.
-
- Using Sprite Fault Shapes
- -------------------------
- Any shape can be used as the fault pattern. The colour values of the sprite
- are used as the relative fault height, whilst the overall size of the sprite
- is set by Shape Size as for other shapes. The supplied sprites are in the
- file FaultSpr (see Misc->Resources).
-
- You can experiment with your own shapes by dragging a sprite file onto any
- of !Fractal's windows whilst Fault is selected. The sprites must be defined
- in a 256 colour mode - 13 and 21 are best since the pixels are square. Each
- sprite should be square in terms of OS units, but the pattern inside can be
- any shape.
-
- It is best to draw the pattern in distinct colours since the low colour
- values are difficult to see. Treat each colour number as a relative height
- value. At plot time the maximum colour is set to the value of Step and the
- other colours are scaled accordingly. Circular patterns tend to give the
- most realistic landscape effect, but feel free to experiment since strange
- patterns can be produced with linear shapes. You can think of Fault as a
- special type of Tiling mechanism.
-
- Hints And Tips
- --------------
- Faulting with shapes works best with a thousand or more faults with a shape
- size of 100-200. With 3d shapes use a higher step than normal. With Linear
- faulting try 400 faults with a step value of 8. With Random Step off, each
- fault is of the same size. Linear faults look better once transformed into
- 3d, since this removes some of the linear effect.
-
- The resulting image looks best with the Landscape display palette. If the
- image is too low you'll just see blue, so use the Palette adjust facility
- (striped Tool icon) to alter the mapping until you get a mixture of sea and
- land. Alternatively load your own customised palette made with !EditPal. For
- instance, a palette of various shades of white, grey and light blue give a
- very realistic cloud effect.
-
- To view the landscape in 3d try 3d_View or Render using either a Log or
- Linear 3d mapping (in the 3d panel). Use the 3d Scalar value to accentuate
- or smooth the image. Again, select the Landscape palette. Try the Riemann
- plot to create your own globe.
-
- Try composite faults by turning off Image->Redraw->Clear. This allows
- different shapes, sizes and step values to be cumulatively applied. When
- creating composite images it is best to start with a large shape size,
- running for several hundred faults, to generate the basic rolling terrain.
- Then use a smaller fault size, increase the number of faults and step size
- to give more localised variation and peakiness. The best shapes are the Cone
- and Octagon 3d - for these you'll need a relatively larger size than Circle
- because of the gradual rise in height. Try mixing shapes to create different
- effects - eg. start off with Linear, then switch to cone to smooth the
- image. Using large shape sizes can also produce interesting patterns.
-
- Faulting by shape is a variation on tiling, and many images can be created
- by using the function in this manner rather than for landscape generation.
- Try colour cycling (especially with a single colour) with an image created
- with a few faults and large shape size.
-
- Scripts
- -------
- Use !Fractal's script facility to create images from composite faults. See
- the Misc->Resources directory for sample scripts. This is a very powerful
- facility which allows complex patterns to be created.
-
- Algorithm
- ---------
- Faulting by shape simply involves selecting a point at random and then
- plotting the shape centred on that spot. The value of each shape pixel is
- added to the image pixel value - if Fault->Wrap is off, then the maximum
- value of 255 is set, otherwise the value wraps around.
-
- With Linear faulting, two co-ordinates on 2 different sides are chosen at
- random. One side is faulted down or up (both chosen at random). If the
- height is <0 or >255 then it is wrapped inwards.