Rockin for squares!

Started by mhaze, September 22, 2015, 12:02:16 PM

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mhaze

Just a quickie. Yet another attempt on square noise!  can't rotate,scale or translate it and I'm struggling to mask it the way I want! I'll get there...  Thanks to mogn and TU for ideas.

kaedorg

Very nice work. Hope to see more on this idea

David

mhaze

Thankyou -  I shall be resuming work on it tomorrow after I've slept on it ;)

archonforest

Great start here. I like it already  :)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
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HecubaAssassin

Very nice, great looking rocks!  I would love to know how you did this.  I have been working with strata layers... and would suspect two strata layers one vertical one horizontal, then fractally erosive goodness.  But from the look of it I would bet you did it a different way.

Kadri


I like it.Even if you don't have what you want.

Dune

Why can't you rotate or scale it? If you're using mogn's square noise setup, you can. And you can mask it by whatever you want, and add another size to break up the repetitiveness. At best you mask/rotate it so that you can avoid the slanted shaped areas between the horizontal/vertical terrain angles.
Try add some strata to this!

mhaze

Thanks all.

Hi Dune, I have a feeling it was something to do with compute terrain positioning - I'm going to have another go today - I always have trouble masking vertical areas! but I dreamt a solution last night and will have to see if it works today.  I'm using several complex variations of mogn's bevelled square noise and the the way they are connected makes it difficult to work with them! but I shall persevere!  there are two sizes with a mod that deepens the cracks but getting the variation to show with masks is proving problematic.  However this renders quickly and has huge potential.

Dune

You seem to be on the right way then. Try using a compute normal and/or XYZ shader before the squares  ;)

mhaze

Cannot transform the noise.  File attached if anyone can rotate this I'd like to know how!

AP

I used a Visualise tex coords node in between your last blue node and the Transform input node and it did rotate. However, there are some other weird results. It is hard to explain so try that and see what is going on there.

mhaze

Cheers Chris, seems to work but also seems to scale it and alter the colours to the point where I can use it for displacement! I'm sure there a blue node solution But....

mhaze

Get position in textures does it!!! hooray :D

AP

Very good. I thought i used the Get position in texture node also but i was not too certain if it was working or not.

Dune

#14
Ah, yes, that was one of the first things I changed in the mogn's file.

EDIT: that's not the right blue node setup, if you ask me. Here's a better one. Have a nice play!