Started by FrankB, March 08, 2011, 06:26:38 am
Quote from: Hetzen on March 09, 2011, 02:13:37 pmQuote from: Volker Harun on March 09, 2011, 02:03:05 pmHi Jon:your multiply vector does not work here ... as there is no noise at all after multiplying it with 1,0,0In this case, your road follows the z axis so multiply your perlin by (0,0,1). Try that. Should work.
Quote from: Volker Harun on March 09, 2011, 02:03:05 pmHi Jon:your multiply vector does not work here ... as there is no noise at all after multiplying it with 1,0,0
Quote from: PorcupineFloyd on March 09, 2011, 02:07:08 pmDucking great! Frank, have you thought about releasing a series of tutorial videos on NWDA? I'm thinking about e-learning like lynda.com or totaltraining.com. I'd be happy to pay for quality tutorials about functions and procedurals in depth.
QuoteOr, I could have added a single node(Z to scalar)
Quote from: dandelO on March 09, 2011, 07:47:09 pmOr, I could have added a single node(Z to scalar) to the setup I already had and not bothered posting the question at all! I'm bloody dim sometimes! That makes the Perlin-warper uniform along the length of the road so, no need for two different warp shaders, since the Z to scalar is infinite from East to West it'll always cross the road at the same points on each side when the road runs North to South. Still, this means it can't possibly double-back on itself(which is good in a way too because it avoids the circular warping), some larger scaled warp over this one, in the other direction should overcome that, though, and the road will then be able to double-back.
Quote from: Hetzen on March 10, 2011, 03:41:40 amGood work on dropping the second Warp shader.