Started by j meyer, July 03, 2015, 03:17:21 PM
Quote from: j meyer on March 21, 2017, 03:02:29 PMAt first glance it looks like you might need to pipe your power fractal through atransform shader set to use world space.But I'm going to download the train car model and have a look.
Quote from: archonforest on March 21, 2017, 03:09:12 PMQuote from: j meyer on March 21, 2017, 03:02:29 PMAt first glance it looks like you might need to pipe your power fractal through atransform shader set to use world space.But I'm going to download the train car model and have a look.Got it. Will try it also. When u say transform shader you mean transform input shader right?
Quote from: j meyer on March 21, 2017, 03:21:25 PMYes,thanks Bobby,
Quote from: j meyer on March 21, 2017, 03:21:25 PMYes,thanks Bobby, a transform input shader. The transform merge also works, but the connectionsare slightly different.Had a quick look at the model and a transform shader set to world space is definitelyrequired to get the PF working correctly.
Quote from: j meyer on March 21, 2017, 04:10:34 PMIf you try to put a Power Fractal on a UV mapped surface only a very small,limited areaof the PF is applied to model - or a part of it - and depending of the shapes and countof polygons it will get stretched or pinched.World space makes TG 'see' the model's surface as a whole independent of the modelsUV mapping. Try to imagine the Power Fractal's pattern as a huge sponge or so fillingthe whole virtual space TG provides. With world space enabled the model stands withinthis sponge and the PF pattern is applied to the model's surface accordingly.Easy example: Let's say your model is a solid cube. Then a cube shape is cut out of thataforementioned sponge, thus leaving a cube shaped hole in the sponge. If you now imagineyourself standing in that hole the pattern you would see on the walls and the ceiling andbottom is what gets applied to the models surface.Hard to explain somehow.