Position Function

Started by WAS, November 04, 2015, 03:09:59 AM

Previous topic - Next topic

WAS

It would be super amazing if there was a mass update in the feature the overhauled all position/center based shaders to include a "Position Function" node, which could allow for a range of dynamic input, as well as something as simple as a Constant Vector as a XYZ coordinates.

This in general would allow a whole new level to Terragen project development. Such as detailed dynamic craters without spending a week on each one.

Not sure if I mentioned this before, was just encountering a instance I'd love to have it and had to work around.   

Oshyan

I'm not entirely clear on what you're asking for (though Matt might parse it better). It sounds like perhaps you just want an input that drives the position via an external shader?

- Oshyan

WAS

Exactly. So you could either, obtain dynamic positions, random, or set positions like a Constant Vector as use as XYZ.

Oshyan

Ah, I see. Well, currently each such "drive this function by node input" capability needs to be coded individually. I don't know how difficult this would be, nor how broadly applicable, although your example ideas do seem promising. I'll bring it to Matt's attention and he'll have to decide if and when to slot it into the dev cycle.

- Oshyan

Matt

For most shaders, you can adjust the position of the shader by warping it. If you warp by a constant vector, you shift the position of the whole shader without distorting it. The 'warper' is any displacement shader, so you would use a Constant Vector input to a Vector Displacement Shader. For example:

Constant Vector -> Vector Displacement Shader -> Warp Input Shader

or

Constant Vector -> Vector Displacement Shader -> Warp Merge Shader (if you want to warp just one shader and merge it into your other non-warped shaders).

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Matt

Doing it this way has at least one advantage. You can have many 'clones' of the shader at different positions without having to duplicate the shader itself.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Matt

If you just use a constant, though, this gives the same result as using a Transform Shader, and with a Transform Shader you can do it with fewer nodes.

Matt
Just because milk is white doesn't mean that clouds are made of milk.