Texturing Displaced surfaces

Started by bobbystahr, October 18, 2007, 12:45:39 PM

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bobbystahr

Attached is a semi successful render of rolling hills with roads but as you may notice the shoulder of the road refused to accept any texture. The colours/textures are being controlled with maps for placement so that may figure into the equation but I'm wondering if maybe height control may help. I'd really like to get some loose gravel on the shoulder but as yet have no idea how....any hints. I can pack the whole project up in a zip if someone want's to check it out. Thanks in advance folks.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

dhavalmistry

yea packing would be a good idea....I could take a look....but dont pack any trees or house....just the maps and ant other stuff that u think would be necessary!
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

Oshyan

It seems likely that it's just a problem of mask coverage. You could try using a Color Adjust shader to change the coverage of the mask for a particular layer (for your rocks/gravel), or use no mask for that layer and make sure it's at the bottom of the Shader tree.

- Oshyan

bobbystahr

@Oshyan...yeah that might be the ticket, putting it at the bottom of the stack, but I do think I will likely have to create a 'shoulder' map as well 'pon thinking on it....any way here's the zip withh all maps except dirt.jpg which i forgot and it's now on the other box....sigh, and the .tgd.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Looking like I got it folks....I just made a "border" selection of the ROADS map in PS and expanded that till I was happy width wise, and made a new layer for shoulders. From there it's mainly a matter of tweaking the coverage percent. .5 is my default and .6 works on the tarmac for this to make it fit.....will post when the render is done.. thanx for the input and enjoy playin with the .tgd in any case.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

Some other stuff I've been working on might help you here.  I'll have a play over the weekend and see what you've done.

bigben

Well it was worth a play, because one idea I had didn't work... but some of it did which you might find useful.

The attached zip contains a TGD and a single greyscale image map with multiple masks created by combining colour adjust shaders. Each surface is given it's own discrete mask with no overlap. 

The numbers used in the colour shaders correlate directly to the greyscale values in the image.... 30% black in image = 0.7 in TGD ((100-% black)/100).

bobbystahr

Thanx man...will run it thru but I have a render at work so it may be Sunday before I get a chance...LOL...Love this app...I have no chance to get in trouble any more, heh heh heh
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Harvey Birdman

Quote from: bobbystahr on October 20, 2007, 12:20:21 PM
... I have no chance to get in trouble any more, heh heh heh ...

Oh, c'mon. You have till Sunday - plenty of time for trouble. Just use your imagination.

;D

bobbystahr

Well the old AMD came through again, 5h11m33s render time...detail.5...AA 3....1 and 3 on the GI with the button off.
I went back, remade the road maps and added a shoulder map which works O K. Still some tweaking to do to get more of the grass out of the shoulder, some should be there but there's too much now. I also discovered a depression which makes a nice stream so I have another version set to go with water which should make it an 8 hr render...LOL..A critique is welcome.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

dhavalmistry

dont you think the road is too narrow for a two way traffic??....nice going...
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

bobbystahr

Thanks man...sorta like the beach areas round bouts here actually, cept the real ones are dirt not asphalt. Yeah they are narrow but I have to figure a formula for roads as even a 1 pixel line down the center is way too big. I think I'll try making a road grid starting with the center/dash lines and then make the road equal increments in either direction wide till the center/dash lines look correct, then use this one section as a template for th other roads in the grid. It's a game of centimeters...LOL. From there it's a simple matter to make a shoulder map to fit.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist