Author Topic: SSS road/river example project request?  (Read 2186 times)

Offline reck

  • Member
  • *
  • Posts: 948
SSS road/river example project request?
« on: August 23, 2013, 11:27:22 AM »
Would someone (Dune, anyone?) mind posting a simple (well simple as possible) project that demonstrates how one might use the simple shape shader for creating rivers and roads. What I'm after is how the same SSS can be used to create the shape of the river\road, a smooth, none abrupt displacement that lowers it into the ground and then how it can be used for the placement for other things relative to the river\road. For instance rocks that follow the river's edge, grass down the centre of an old road or simply to keep populations off the river\road and reasonable distance from it.

I understand the basics and how important the colour adjust shader is but I don't think I have the full picture, especially with regard to twisting the sss in the first place and then creating masks that are relative to it.

I think this would be really useful for a lot of people.

Thanks in advance.


Offline j meyer

  • Member
  • *
  • Posts: 2159
    • orkwarts

Offline Dune

  • Member
  • *
  • Posts: 15186
    • www.ulco-art.nl
Re: SSS road/river example project request?
« Reply #2 on: August 23, 2013, 03:55:53 PM »
Here you go.

Offline alessandro

  • Member
  • *
  • Posts: 250
Re: SSS road/river example project request?
« Reply #3 on: August 23, 2013, 05:50:06 PM »
Thanks ulco for sharing this, and meyer for the link too!

Offline reck

  • Member
  • *
  • Posts: 948
Re: SSS road/river example project request?
« Reply #4 on: August 24, 2013, 12:31:01 PM »
Top man Ulco, that's exactly what I was after. Thanks.

What's the difference between a warp input and a warp merge node, when do you use one over the other?

Also why can't I just plug a pf into a warp shader, it looks like I need a vector displacement shader to get it to work?

Offline Dune

  • Member
  • *
  • Posts: 15186
    • www.ulco-art.nl
Re: SSS road/river example project request?
« Reply #5 on: August 25, 2013, 07:54:19 AM »
A warp merge you can add in a line of shaders through the input, while using the other 2 inputs for your warp variables. The warp input has to be connected in a line of shaders as child to a surface layer for instance. I think the warp merge is just there to replace the old warp shader. I only use the warp input now.

With a vector displacement you have more control over what you want to warp, that's all. See that I set the amount to 1 and the offset to -0.5, that's just to keep the river/road from moving away from zero too much. You can also warp a river with the fractal warp shader, but that gives a different result.

I forgot to mention that you can also use color adjust shaders to harden the black/white, or soften or inverse them and merge shaders to make combinations of those altered mask colors. Plenty possibilities.
« Last Edit: August 25, 2013, 07:56:07 AM by Dune »

Offline reck

  • Member
  • *
  • Posts: 948
Re: SSS road/river example project request?
« Reply #6 on: August 25, 2013, 07:26:56 PM »
As always thanks Ulco. With the warp shaders I couldn't think why you'd you go back and use the warp merge shader now we have a warp input shader.

Offline choronr

  • Member
  • *
  • Posts: 4582
Re: SSS road/river example project request?
« Reply #7 on: April 25, 2014, 06:14:33 PM »
Thank you Ulco, this is timely for my new project.

Offline archonforest

  • Member
  • *
  • Posts: 4010
  • !AMIGA RULEZ!
Re: SSS road/river example project request?
« Reply #8 on: April 25, 2014, 06:26:24 PM »
Dune, hope u don;t mind but I downloaded the example file also ::)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram
Amiga 1200 8Mb ram, 8Gb ssd

Offline Dune

  • Member
  • *
  • Posts: 15186
    • www.ulco-art.nl
Re: SSS road/river example project request?
« Reply #9 on: April 27, 2014, 07:49:14 AM »
That's what it's for.

 

anything