Author Topic: Deep snow example  (Read 11708 times)

Offline DSDunbar

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Deep snow example
« on: December 27, 2006, 07:51:17 PM »
I used displacement in this image to create snow with depth

Offline Jester71

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Re: Deep snow example
« Reply #1 on: December 27, 2006, 09:31:46 PM »
this snow is great!
can you pass displacement settings? ;)
Giacomo the Jester
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Offline red_planet

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Re: Deep snow example
« Reply #2 on: December 27, 2006, 11:24:26 PM »
excellent.. and ty

love n stuff

chris

Offline littlecannon

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Re: Deep snow example
« Reply #3 on: December 28, 2006, 09:59:16 AM »
Great bit of snow, nice dirty under-snow/ice... I've been experimenting with thick snow and it's quite hard to make it convincing.
Thanks, Simon.
I just need to tweak that texture a bit more...

Offline crazymonkey

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Re: Deep snow example
« Reply #4 on: December 29, 2006, 10:42:22 PM »
had a play with this yesterday...very nice snow :)

Offline Jester71

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Re: Deep snow example
« Reply #5 on: December 30, 2006, 09:52:12 AM »
Thanks a lot for the tgd!
I'm playing with it right now...
 :)
Giacomo the Jester
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Offline Windjammer

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Re: Deep snow example
« Reply #6 on: January 04, 2007, 09:27:13 PM »
Thanks for posting this.  I'm trying to figure out this whole node thing and why you need to set things up in a certain way to get specific results.  So please forgive my dumb question.

I see in the surface node you have "Fractal breakup 03" (which is really -I think- "Power fractal shader v3.01").  The output of this goes into the "Breakup shader" input of "Surface layer 01".  The output of that then goes into the Displacement function of the "Snow" node.

My question is, why do you need to have "Surface layer 01" going into "displacement function" of "Snow" in order to make this work (i.e. deep snow)?  Having nothing in "displacement function" looks flat and going straight from "Fractal breakup 03" into the "displacement function" yeilds weird spikey results.  Disconnecting the "Fractal breakup 03" from the "Breaker shader" input of the "Surface layer 01" doesn't seem to change anything.

What's so special about adding "Surface layer01" into the "displacement function" of "Snow" that yeilds such convincing results?

Offline Oshyan

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Re: Deep snow example
« Reply #7 on: January 06, 2007, 12:57:28 AM »
The "Surface layer 01" is just providing color that is interpreted as displacement by the "Snow" layer. In this case it appears to be a fairly basic single color since Fractal Breakup doesn't seem to be enabled. The Displacement input takes a color input and interprets that as a sort of "height" value - i.e. displacement - where white/light = higher and black/dark = lower. The Snow layer then has "Smoothing" turned on, which is an effect only the Surface Layer currently provides, so that's why a Surface Layer is necessary in that case.

- Oshyan

 

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