Displaceable Objects

Started by j meyer, March 13, 2014, 12:10:22 PM

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j meyer

After giving bad or at least incomplete advice over in otakars "Castle Formation" thread
(image section) I prepared some pics to illustrate one correct way of displacing and
coloring a Displaceable Object,kind of compensation so to say.

1.[attachimg=1]

   This is the slightly elongated Cube undisplaced and displaced by a Power Fractal.

2.[attachimg=2]
   
   With Round Radius set to five.

3.[attachimg=3]

   With color added (PF connected to a Surface Layers colour input and on the right
   with  a Transform Input Shader set to use World Space inbetween.)

4.[attachimg=4]

   And at last displacement added (color based and thus applied via a copy of the
   color PF set to white and black again and connected to a Displacement Shader
   that feeds the child input of the Surf.L..It was done like this to get the displ
   to match the colors.On the left: no World Space,no match. On the right: with
   a Transform Input Sh inbetween -> perfect match.)

5.[attachimg=5]

   The nodes.

Hope this will be of use to someone.



bobbystahr

Hey Jo...as there are no numbers attached I can't seem to get what you got...maybe a clip file would help if you have spare time....thanks
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

well this got me experimenting with image maps...here. in graphic form, is what I found.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

mhaze


bobbystahr

Quote from: mhaze on May 12, 2014, 03:23:18 AM
Why the default shader?

That is what is attached out of the box.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

j meyer

Here is the file I used for the above pics.

j meyer

Quote from: mhaze on May 12, 2014, 03:23:18 AM
Why the default shader?

In case that question was for me the default shader is still there because I made
all of the pics with one tgd and it was needed for the gray shaded versions.

bobbystahr

Quote from: j meyer on May 12, 2014, 12:43:20 PM
Quote from: mhaze on May 12, 2014, 03:23:18 AM
Why the default shader?

In case that question was for me the default shader is still there because I made
all of the pics with one tgd and it was needed for the gray shaded versions.

Oh....O K, was gonna ask that as well;..thanks also for the .tgd...I learn best by seeing most times so visual tutes work best for me.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

mhaze


bobbystahr

#9
Well looking at those nodes I see the error of my ways...many thanks. Below is what happened before you posted the .tgd when the PFs' drove me nuts and I added image maps and inappropriately scaled objects  into the mix. Think it's called, "Scale is for Fish and Snakes" ::)
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Hannes

Anyway this rock looks great, Bobby.
But the color of the grass makes me blind!! ;D ;D ;D

bobbystahr

Quote from: Hannes on May 13, 2014, 03:32:20 AM
Anyway this rock looks great, Bobby.
But the color of the grass makes me blind!! ;D ;D ;D

Thanks Hannes...that was the real focus, the rest is OCD on my part. The actual grass object is Walli's...the ground colour is a clip from the presets I think...I may have tried a PF grass attempt again...rarely successful; often garish, maybe that is mine, heh heh heh......as a colour blind artist I count on others being correct..maybe it's the light as Walli's a pro if it's on the pop.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist