Altitude offset function

Started by Hannes, May 13, 2012, 03:49:45 AM

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mhaze

I tried to use a similar setup to get clouds to conform to the landscape but got very strange results.

Matt

Quote from: Dune on May 21, 2012, 02:08:35 AM
YES! Thanks, Matt.  :D :D

Although..... it doesn't work exactly as I would have expected.... or am I doing/thinking something extremely stupid here?

I was hoping to find an easier way to restrict foam to coasts for instance...

Maybe your breakup shader is affecting the results?
Just because milk is white doesn't mean that clouds are made of milk.

Dune

No, it has to do with the compute terrain, I just noticed. Patch size won't make a difference, neither does feeding the compute terrain into the train of blues. Or changing any settings in the displacement tab of the PF.

mhaze

#18
This works oops no it doesn't

t0mr1ddle

Quote from: Matt on May 19, 2012, 04:18:50 PM
In 2.4 you can convert any displacement shader directly into a function, using "Displacement shader to vector" (in the Function/Convert menu). If you want to restrict it to only Y displacement you  can do this with Function/Convert/Y to scalar, but in typical cases where the displacement is along the normal you can just use the Displacement shader to vector node directly. That will work nicely as the cloud's altitude offset function.

Bear in mind that the cloud can never exist outside the minimum and maximum altitudes, determined by cloud altitude +/- cloud depth divided by 2. Altitude offsets and depth modulators change the shape of the cloud but can only produce cloud within this range of altitudes.

Matt
:) it works perfectly! thx Matt

Simius Strabus

Just don't forget to check the "apply high/low colour" boxes in the terrain shader...like I have...
Then it works like a charm.
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