Author Topic: Pinch/expand on altitude function  (Read 564 times)

Offline WASasquatch

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Pinch/expand on altitude function
« on: January 01, 2019, 08:45:19 PM »
I have been trying to figure out how I could take a noise and expand/contract it on X/Z by a transition through altitude?  I have tried to translate a few ideas from past projects of mine in other languages but I can never seem to Port to functions. I mean. I did figure out how to NOT to what I want by leaps and bounds.

It's no wonder though. I scored 21 (technically average but  I guessed on every answer  on only picked the most related) on Elementary Algebra on my accuplacer for college. I have to take Pre-Algebra. Heh. Least I placed well into college for reading/writing. In general it showed me my math problem is degenerative. Wasn't this bad last time round in community college.
« Last Edit: January 01, 2019, 08:47:14 PM by WASasquatch »

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #1 on: January 02, 2019, 06:57:06 AM »
You'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0.

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #2 on: January 04, 2019, 05:46:25 AM »
You'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0.

Yeah I've tried a few ways from math formulas online and my own code but couldn't implement.

Offline Matt

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Re: Pinch/expand on altitude function
« Reply #3 on: January 04, 2019, 11:14:33 AM »
You'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0.

"Transform shader by function" can be implemented using a Vector Displacement Shader and a Warp Input Shader. Vector Displacement Shader converts a function into a displacement, and Warp Input Shader converts a displacement into a transform.
Just because milk is white doesn't mean that clouds are made of milk.

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #4 on: January 04, 2019, 12:02:22 PM »
Thanks Matt! I miss your impeccable logical insight  :-[

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #5 on: January 04, 2019, 09:59:24 PM »
You'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0.

"Transform shader by function" can be implemented using a Vector Displacement Shader and a Warp Input Shader. Vector Displacement Shader converts a function into a displacement, and Warp Input Shader converts a displacement into a transform.

Hmm. Thank you. With that logic I wonder I can achieve what I want via positive/negative displacement and warping.

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #6 on: January 10, 2019, 02:13:21 AM »
How could I make the vector displacement actually displace 360 outwarts/inwards without going a single direction?

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #7 on: January 10, 2019, 06:20:49 AM »
It's the clamping of the color in this case, I suppose. Did you try a distance shader pointing up with unclamped whites/blacks?

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #8 on: January 11, 2019, 08:59:55 PM »
It's the clamping of the color in this case, I suppose. Did you try a distance shader pointing up with unclamped whites/blacks?

Hmm I did not. I used a SSS shape to mask the cloud noise (unclamped noise) and than tried to warp it with a constant fed into a vector displacement. I'd expect from 0,0,0 I'd get a X,Z expansion in 360 degrees.

The warping is than also limited by altitude to create it's "boundary" (which is where the curve comes from)

Here is a iteration from that first attempt.
« Last Edit: January 11, 2019, 09:02:01 PM by WASasquatch »

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #9 on: January 12, 2019, 08:19:51 AM »
I'll have a go at this....

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #10 on: January 13, 2019, 02:15:21 AM »
Would love to see what your mind comes up with. I realized this morning doing more tests my setup was not at 0,0,0 but that really isn't the key.

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #11 on: January 13, 2019, 06:01:20 AM »
I've tried using very soft (200% bevel) simple shape circles at various heights and rotations to warp, and that can give interesting effects. Nothing to show yet, though.

Offline Dune

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Re: Pinch/expand on altitude function
« Reply #12 on: January 14, 2019, 04:07:48 PM »
Not a perfect solution (and the cloud sucks), but maybe some ideas to play with...

Offline WASasquatch

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Re: Pinch/expand on altitude function
« Reply #13 on: January 16, 2019, 05:33:44 PM »
Not a perfect solution (and the cloud sucks), but maybe some ideas to play with...

Thank you, going to give it a look! Any new ideas are much appreciated.

 

anything