Technique-Brick-in-Fr-and-En.

Started by bla bla 2, November 10, 2013, 06:07:19 am

Previous topic - Next topic

bla bla 2

November 10, 2013, 06:07:19 am Last Edit: November 10, 2013, 06:18:57 am by bla bla 2
Cadeau.

Gift.  :) ;)

TheBadger

It has been eaten.

bla bla 2

To share my technique, all simply.  ;)

jgwinner

This looks really interesting. I used it as a terrain shader also :)

One thing that looks funny - the pattern seems to be fractal. I realize for landscapes this may be a good thing, but for square bricks, it's kind of debatable. Is there any way to avoid this?

I'm trying to use some "patches" of squares to simulate farmland, and although I don't need it completly square all thetime, I don't need it fractal - each square tends to be the size that it is.

I want to use something procedural so I can reuse the texture over a large area.

With Vue, I simply use a square or tile pattern and scale up. Then I run into fixed point math issues. I thought as TG is more 'real' I'd simply use the same technique, but can't find any brick, square, or repeating patterns like you do with most node based shaders.

PMFJI :) but this thread was the closest to what I'm doing - great work bla bla 2 :)

== John ==

bla bla 2

Quote from: jgwinner on December 26, 2014, 04:47:50 pm
This looks really interesting. I used it as a terrain shader also :)

One thing that looks funny - the pattern seems to be fractal. I realize for landscapes this may be a good thing, but for square bricks, it's kind of debatable. Is there any way to avoid this?

I'm trying to use some "patches" of squares to simulate farmland, and although I don't need it completly square all thetime, I don't need it fractal - each square tends to be the size that it is.

I want to use something procedural so I can reuse the texture over a large area.

With Vue, I simply use a square or tile pattern and scale up. Then I run into fixed point math issues. I thought as TG is more 'real' I'd simply use the same technique, but can't find any brick, square, or repeating patterns like you do with most node based shaders.

PMFJI :) but this thread was the closest to what I'm doing - great work bla bla 2 :)

== John ==


QuotePMFJI :) but this thread was the closest to what I'm doing - great work bla bla 2 :)

Thank you. :)

QuoteOne thing that looks funny - the pattern seems to be fractal. I realize for landscapes this may be a good thing, but for square bricks, it's kind of debatable. Is there any way to avoid this?


Pour ta question, il est possible de rendre non-carrer, il suffit de désactiver un power fractale horizontale où vertical.
En espérent d'avoir compris t'as question.

To your question, it is possible to make non-carrer, It is sufficient to disable a "power fractal" when horizontal or vertical.
In hope to have understood you got question.

Oshyan

Terragen currently has a smaller number of available noise functions. There are some that might suffice, or you may be able to build your own using Function Nodes if you know maths well. You may find some previous work by Frank Basinski to be interesting:
http://www.planetside.co.uk/forums/index.php/topic,7494.0.html
http://www.planetside.co.uk/forums/index.php/topic,12342
You'll see in that second topic that Frank was going to put up a farmland product for sale on NWDA. I'm not sure if it was ever published, but it doesn't appear to be on the reincarnated NWDA now unfortunately: http://www.store.nwdastore.com/
Perhaps if you Private Message Frank or contact NWDA they might be able to help you.

- Oshyan

Dune

Using the sinus setup (get position in texture, x to scalar, sinus, multiplied by a rotated version) will yield very regular lines/squares, but using a simple very (X) stretched fractal merged (multiplied) with a 90º rotated version, can make an interesting fieldmask. Warp it a bit and mask by large patches.