Quote from: dandelO on March 06, 2012, 08:59:43 AM
Nbk2, whatever coordinates you put into the translate field of the transform shader becomes the pivot point that the shader moves around. If you don't change the translate values then the pivot is at 0,0,0. It's a great way to work on shaders in their own preview windows because you can see the very part of the shader you are going to use(0,0,0) and then just translate that point in a transform shader, where you can then move that area directly to where you want it, you can then be sure you are using shaders with the noise patterns etc. looking exactly like the preview window you've been working on, and not some other area miles away in the same shader that might not look as you wanted it to.
Hmm, this didn't work for me, dunno what went wrong. Maybe it's the warp shader.
I attach what I did. I wanted a waterfall in my main scene so i tried to come up with something workable. Since there is a trajectory the rotation on the main fall is important. The splash is round so i did no rotation.
You can change the trajectory imitator and via the masks you can control width in x and z. Height is controlled via the cloud altitude.
There is a round splash cloud where the rotation doesn't matter.
In the end I just move the whole thing to 0 0 0 then I rotate and move back. Not ideal but it works.
I couldn't control the painted shader in a heavily loaded scene, so the two solution from the wiki didn't work for me.
The maths is based on what works for me, so apologies if any maths wizard gets a heart attack..
I simply pumped altitude into vertical trajectory and added some modifiers for convenience.
http://hyperphysics.phy-astr.gsu.edu/hbase/traj.htmlP.S. the fall is huge, but that's what I needed for my scene.