Moving and scaling a simple shape shader

Started by otakar, August 24, 2010, 09:54:44 AM

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mogn

Using pure function instead of simple shader, it is possible to create any type of multiple masks:

Dune

This is very interesting, and I think for most people here very difficult to achieve. Maths isn't everybody's favorite (not mine at least, so I mainly stick to painted masks - I seldom use random masks, anyway). But I think it would be greatly appreciated by many if you (and other mathematical wizards) could once in while (sticky, perhaps) post some interesting 'find' in this sense. As a small catalog of tgc's to use or study whenever it's effect is usable. 

---Dune

Henry Blewer

I could handle the functions better if the math formulas were there as part of the explanation. Algebra and trig are easy. I never ran across these functions in school; but I had to teach myself most of the math I know. They never went much farther than the quadratic equations in school. (I had some very good teachers, but the math teachers were mostly intellectual morons)
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Volker Harun

@mogn - I am quite fascinated by your setup ... though I have difficulties to understand the distribution itself ...
I agree with dune about that sticky post for useful functions.

otakar

Quote from: mogn on August 28, 2010, 11:55:47 AM
Using pure function instead of simple shader, it is possible to create any type of multiple masks:


Yep, I guess it's all possible. But unless you understand all the math functions, it's going to remain a dark area. That's why the Simple Shape Shader is so elegant. All of the math is contained within. Just needs more flexibility.

Thanks for the example! Works well as is.