Ice Vents

Started by Markal, January 30, 2012, 06:52:41 PM

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Markal

Ice vents created by using cumulus clouds with a noise streach xyz,  y parameter. I also discovered (not sure if anyone else knows)...the large moon was originally the mars like planet clip file. I didn't like the way it looked in the image so I placed my planet Uranus clip file using the same coordinates and dimension. I clicked on the render button and forgot to delete the mars like planet clip file and once the render was complete I realized TG2 had rendered portions of both planet clip files....almost like shaders overlaying one another. Has anyone else come across this? If old news then sorry...I thought it was cool. It opens up many combinations and possibilities. I wonder what TG2 would do with 3 or 4 planets occupying the same exact space??? Can someone explain this to me?
Thanks
Mark

dandelO

Here's some info on rendering items occupying the same space, it isn't limited to TG2. http://en.wikipedia.org/wiki/Z-fighting

Markal

#2
Thanks dandelO that explains some things but...I think its more than just the z-parameter. I can change the numerous atmo and power fractal settings on both planets and it has a big effect on the outcome. I know the Y parameter is height or up and down in TG2...x and z confuses me. I guess I think more in 2d then 3d unfortunatly. Anyone else that can explain X,Y,Z and how TG2 renders objects....especially if they occupy the same exact space would be most welcome....just remember...I have a simple mind. :)
Thanks
Mark

What about plant objects or rocks...say I rendered a tree normal settings then added the same object with the same exact parameters only with a green overall color. What would TG2 do? Lets find out.......

Kevin F

I've use that method for applying snow to the branches of trees. Make a second tree coloured white and render in almost the same place, i.e. just offset slightly in two directions, one to the side and one slightly higher. This can give really good effects, but the offsets must be tiny if the tree isn't to look blurred.

efflux

This is an interesting effect. It looks like you have used low samples for the vertical clouds but this is a case where it works because it kind of looks like spraying water.

Erwin0265

Markal,
Sorry if I am making this too simple [or you are in fact confused about a different aspect of XYZ co-ordinates]:

X = side to side = horizontal [in 2D]
Y = up & down [as you said earlier] = vertical [in 2D]
Z = in & out [it's also horizontal but perpendicular (at right angle) to X] = close to far away.

Just to confuse things; some programs swap Y and Z [ie. Z becomes up/down and Y becomes in/out], but X is always side to side.

Hope this was what you meant..............
Cheers
Erwin
OK, who farted?

jo

Hi Mark,

Quote from: Markal on January 30, 2012, 07:35:36 PM
Thanks dandelO that explains some things but...I think its more than just the z-parameter. I can change the numerous atmo and power fractal settings on both planets and it has a big effect on the outcome. I know the Y parameter is height or up and down in TG2...x and z confuses me. I guess I think more in 2d then 3d unfortunatly.

Objects in the 3D Preview have a cross at their origin point. If you click on the cross you will see 3 arrows come up. The red arrow shows the X axis, the green one shows the Y axis and the blue one shows the Z axis. The head of the arrow points in the direction of positive values.

You can also see the directions of the different axes using the 3D Preview compass. Click on the 3D Preview. Press the "c" key to show the compass. There are two compass modes. One is a 2D compass which shows heading and the other is a 3D compass which shows the XYZ axes. You can switch between them with "shift-c". The 3D axes compass shows the axes in red, green and blue but it also labels them so you can more easily tell which is which.

When you place more than object in the same location TG2 simply renders what the camera sees. For example if one object mostly covers another object, but the second object has bits which stick out past the first object then what you'll see is mostly the first object with bits of the second one sticking out :-).

Regards,

Jo

dandelO

As far as I know, the name 'Z-fighting' isn't related to the coordinate system at all, Markal. It's just the name of the issue as it displays itself in any kind of polygonal objects occupying the same 3D space.