Author Topic: Hannes' Cliff WIPs  (Read 7989 times)

Offline cyphyr

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Re: Hannes' Cliff WIPs
« Reply #15 on: January 24, 2018, 12:25:39 PM »
Looking good. Some great displacements going on there.
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Offline AndyWelder

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Re: Hannes' Cliff WIPs
« Reply #16 on: January 24, 2018, 01:43:52 PM »
Quote
It's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
For this purpose I use a surface shader that's last e.g. closest tot the planet object in the shader line-up and disable it. I call the shader simply "Anchor layer" and so it will appear close to the beginning of the alphabetical "drop down list" that's shown if you make a connection to something else but the default "compute terrain" According to the same principle I give distribution layers for vegetation names that start with a number, those will appear at the beginning of the drop down list. A real time saver working with complicated set-ups.  :)
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Online Hannes

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Re: Hannes' Cliff WIPs
« Reply #17 on: January 24, 2018, 02:06:04 PM »
Good idea!!

Offline zaxxon

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Re: Hannes' Cliff WIPs
« Reply #18 on: January 24, 2018, 02:40:06 PM »
The vegetation really works well with the displacements, nicely done!

Offline luvsmuzik

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Re: Hannes' Cliff WIPs
« Reply #19 on: January 24, 2018, 02:45:11 PM »
disabled?
Quote
It's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
For this purpose I use a surface shader that's last e.g. closest tot the planet object in the shader line-up and disable it. I call the shader simply "Anchor layer" and so it will appear close to the beginning of the alphabetical "drop down list" that's shown if you make a connection to something else but the default "compute terrain" According to the same principle I give distribution layers for vegetation names that start with a number, those will appear at the beginning of the drop down list. A real time saver working with complicated set-ups.  :)

Offline AndyWelder

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Re: Hannes' Cliff WIPs
« Reply #20 on: January 24, 2018, 03:10:39 PM »
Quote
disabled?
Yup! Sounds crazy but it works. By disabling it none of its properties does transfer to the terrain/surface but it's still accepted and working as an anchor for the populations... Okay, to be utterly correct I should say "not enabled" instead of "disabled" 8)
"Ik rotzooi maar wat aan" Karel Appel

Offline cyphyr

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Re: Hannes' Cliff WIPs
« Reply #21 on: January 24, 2018, 03:33:00 PM »
You could use any node really as long as it is not adding colour or displacement to your scene. Disabling it ensures this.
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Offline Dune

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Re: Hannes' Cliff WIPs
« Reply #22 on: January 24, 2018, 04:03:42 PM »
I sometimes use a null shader, with a null shader inside that is linked to the last shader. No lines visible  ;)

Offline Ariel DK

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Re: Hannes' Cliff WIPs
« Reply #23 on: January 24, 2018, 05:37:56 PM »
Many thanks for your answers guys!
I want to try this on objects...
btw keep up with the good work Hannes ;)
Hmmm, what version of Terragen use god?

Online Hannes

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Re: Hannes' Cliff WIPs
« Reply #24 on: January 30, 2018, 09:11:47 AM »
...still trying things...

Offline Danny

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Re: Hannes' Cliff WIPs
« Reply #25 on: January 31, 2018, 11:33:28 AM »
Wildly awesome Hannes

Offline AndyWelder

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Re: Hannes' Cliff WIPs
« Reply #26 on: January 31, 2018, 12:23:01 PM »
One word: Delicious!
"Ik rotzooi maar wat aan" Karel Appel

Offline luvsmuzik

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Re: Hannes' Cliff WIPs
« Reply #27 on: January 31, 2018, 12:31:05 PM »
Makes you want to revisit all the "Pirates..." movies. Love the hanging moss.

Offline Dune

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Re: Hannes' Cliff WIPs
« Reply #28 on: January 31, 2018, 03:44:04 PM »
That's a cliff allright  :o

Offline mhaze

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Re: Hannes' Cliff WIPs
« Reply #29 on: January 31, 2018, 04:12:56 PM »
Brilliant!

 

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