Author Topic: Advanced Coloring Techniques?  (Read 747 times)

Offline René

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Re: Advanced Coloring Techniques?
« Reply #15 on: June 27, 2019, 12:56:12 PM »
Forgot to post the TGD of the previous post.

Offline bobbystahr

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Re: Advanced Coloring Techniques?
« Reply #16 on: June 27, 2019, 11:55:53 PM »
Forgot to post the TGD of the previous post.

thanks...will be handy.
something borrowed,
something Blue.
Ring out the Old.
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Bobby Stahr, Paracosmologist

Offline Dune

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Re: Advanced Coloring Techniques?
« Reply #17 on: June 28, 2019, 05:10:57 AM »
Adding a bit more info to René's file; there's actually no need for the compute fed into Power fractal shader v3 01, and neither for displacement in that PF. Outcome is the same and it only seems more complicated.

Offline René

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Re: Advanced Coloring Techniques?
« Reply #18 on: June 28, 2019, 06:55:58 AM »
Indeed, and it renders slightly faster.

Offline Dune

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Re: Advanced Coloring Techniques?
« Reply #19 on: June 28, 2019, 01:23:15 PM »
Yes, and that's why I also strive to not use any compute terrain. But not always possible, like in your file.

Offline bobbystahr

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Re: Advanced Coloring Techniques?
« Reply #20 on: June 28, 2019, 02:33:14 PM »
Yes, and that's why I also strive to not use any compute terrain. But not always possible, like in your file.

I almost never add Compute Terrain except at the bottom of the shader stack to have a landing spot for populations that takes into consideration all displacements after the Terrain editor.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Dune

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Re: Advanced Coloring Techniques?
« Reply #21 on: June 28, 2019, 03:48:13 PM »
On a loose line, I hope!

Offline bobbystahr

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Re: Advanced Coloring Techniques?
« Reply #22 on: June 28, 2019, 04:23:34 PM »
On a loose line, I hope!

yup a dangler, I think you turned me on to this valuable tip.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline WASasquatch

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Re: Advanced Coloring Techniques?
« Reply #23 on: June 28, 2019, 07:14:24 PM »
Yes, and that's why I also strive to not use any compute terrain. But not always possible, like in your file.

I almost never add Compute Terrain except at the bottom of the shader stack to have a landing spot for populations that takes into consideration all displacements after the Terrain editor.

I always use a compute terrain since I'm always doing lateral work. Even on a shader level I tend to use compute normal for additional lateral/normalizing work. An example would be the Power Sand Shader, just using a PF with noise set to Billow, and uniform settings, than a compute normal at 0.001 or what is appropriate for your scale, and than a duplicated PF, same settings, except using a small offset of 0.005 or so with some displacement for detail, and boom, dense sand grains/gravel without fiddling with exploded fake stones.

For populations, I also use a Compute Normal, as it's default patch size is 1, and more appropriate for populations, such as grass and leaning to terrain normals.
« Last Edit: June 28, 2019, 07:17:01 PM by WASasquatch »

Offline blattacker

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Re: Advanced Coloring Techniques?
« Reply #24 on: July 16, 2019, 03:01:30 AM »
So I've been hard at work, checking out tutorials and files and such, and this is about where I'm at now (smaller image file for quicker renders), and I have a few questions.

So far for strata layer coloring, I've been using the strata and outcrops shader piped into a displacement shader to vector node, and using that as a mask to define where the texture is applied. I did recently discover the contour shader, which I've found can be used to create the same effect without the use of the conversion node in the mix. However, with both methods, when trying to warp the mask to give slight variations to the layers (or at the very least, make it less of a hard, obviously digital, line), the nodes do not seem to respond to any kind of warping or transforming. Does anyone have any tips or explanations on this? I've even tried just putting a fractal warp node as the final shader, and it seems to affect every other shader in the tree, but not the contour or strata/outcrops shaders. Is there something I'm missing, or just not understanding about this process?

In a similar vein, I'm using World Machine to create the heightmaps for my images; is there any way that anyone knows of to have Terragen "see" the terraces that are output and color them accordingly, or am I stuck with using max/min slope constraints? I can't seem to find a way in World Machine to just output a heightmap/mask of just the terrace slopes.

I thought I had more questions, but I guess that's all I can think of for now. Thanks for everyone's help so far, and I look forward to more input!

 

anything