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Mountain Techniques Using Wilbur and GIMP PDF
Mountain Techniques Using Wilbur and GIMP PDF
Table of Contents
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You should end up with something that resembles the map below.
In the next step we will be using GIMP. You can use either your own heightfield or the
heightfield shown in the tutorial. (Click on the link to download the heightfield.)
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Pull the sliders inward to coincide with the beginnings of the curves on the graph as shown in the
picture below.
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Once you hit OK the result should have higher contrast and look something like the picture
below.
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Completely fill it with a light green colour. You may have to alter the mode of the image to RGB
to get colour (Image>>Mode>>RGB). Make sure that "Fill whole selection is selected". I have
used a light green texture that is not too uniform, as can be seen from the picture below.
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Then select bump map (Filters>>Map>>Bump Map) and use the grayscale map layer as the
bump map as shown in the picture below.
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In the bump map window adjust only the elevation to around 38. Then hit OK and you should
get a result similar to the picture below with the rive paths clearly evident.
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Then choose the "select by color tool" and check the "Feather Edges" box. Move the feather
slider to about 30 and the threshold slider to about 90 as shown in the picture below.
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Then choose the lightest point on the heightfield and select by colour as shown in the picture
below.
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Then unhide the light green ground layer. Create a new layer above it and name it "High
Ground". Then select the new layer as shown in the picture below.
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In the map window, use the bucket fill tool to fill the selected area with a brown colour
representing higher ground. I prefer to use lighter colours as lighter ones show off the bump map
more effectively. The result should look something like the picture below.
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Then use the same bump mapping technique as in Step 3, applying the bump map to the new
"High Ground" layer. This time the elevation is decreased to about 20 by moving the slider. Then
hit OK to apply the bump map. The result should look something like the picture below.
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Choose the select by colour tool. Set the feather edges slider to about 20 and the threshold slider
to 50. (See the picture below.)
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Choose the lightest point on the layer and select it. An area smaller than the higher ground
selection should be highlighted. (See the picture below.)
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Unhide the hidden layers and add another one called "Mountain" on the top. (See the picture
below.)
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Select Bucket fill and add a light grey texture. Once again the lighter the texture the more
effectively it will pick up the bump map. (See the picture below.)
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Select the mountain layer. Apply a bump map. (Filters>>Map>>Bump Map). Apply the
heightfield as the bump map to the mountain layer. As can be seen from the picture below, the
elevation has been set to about 5 and the elevation has been increased to 5.
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Hit OK and apply the bump map. The result should look something like the picture below.
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Choose the select by colour tool (make sure that the feather edges box is unchecked) and set the
threshold slide to about 60. (See the picture below.)
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Now click on the black areas of the rivers in the heightfield. This will select all the low-lying
areas and the largest of the river channels. (See the picture below.)
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Unhide all the layers and select the (greenish) ground layer (see the picture below) and delete the
selected areas (Edit>>Clear). Repeat this after you have selected the high ground layer.
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Extra Information
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QUESTION: Ascension How do you get rid of the hard beveling on the rivers?
The thing that I've been struggling most with is trying to get rid of the hard beveling on the rivers
that Wilbur does. I'm pretty sure it's in the settings/values/numbers used but I haven't been able
to find something softer.
Heres what I mean. The rivers seem to have an outer bevel on them, like in Photoshop. One side
of the bank is shadowed while the other is highlighted, as if the sun were in the top left corner.
The below picture is straight from me following the tutorial, Fun with Wilbur, Volume 1.
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The below is torq's method (erosion cycles) where it is more pronounced. Is there a way to soften
the effect when using incise flow or erosion cycles?
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ANSWER: waldronate
The apparent bevel is the result of the step created when excavating the river channel straight
down. The lighting models in Wilbur and image editors then give the light/shadow effect as they
would on any other kind of step. You can reduce the effect on the surface by using the Effect
Blend setting on the Incise Flow Process dialog. You can smooth out hard edge on the step by
using a blur operation on it. A combination of effect and blur can be very effective.
Here are some examples of different Effect Blends:
Example #1 Effect Blend value 1:
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