Grass

Started by Dune, July 22, 2014, 01:31:16 AM

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bigben

Here's a basic demo of how I split up a mask by multiplying colour adjust nodes

Dune

Thanks, Ben. Something to study. I still can't get the black-black mask, I'll have a good thinking session about it.

bobbystahr

yup def. cool....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

#18
Just to explain that TGD briefly, from the bottom up.  Multiplying 2 colour adjust nodes with opposite slopes provides a narrow mask within a set range of values from 0-1.  The white levels of all of the colour adjust nodes are set to provide full coverage across the 0-1 range. The black levels provide the overlap between bands.  Moving up, The PF provides the distribution pattern of the variant populations and this just needs to be masked by the overall distribution of the objects. By splitting the problem up into it's various components you get a lot of flexibility to tweak a single component without causing widespread change.

The first and last multiply nodes have some redundancy in them (effectively multiplying one colour adjust node by 1) but I built it from the middle out

Oshyan

Mesh displacement on populations will only show up in the 3D preview when you repopulate. But it will...

- Oshyan

Dune

Yes, I just noticed, thanks. I did a few minutes of testing, but got distracted again. I wonder if you need a world space for the displacement or whether it's world space already... I will get back to this.