Blackness in Luminous Surfaces.

Started by WAS, July 05, 2019, 02:21:24 PM

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WAS

I'm not sure where this blackness is coming from. It wasn't present in another build using the same exact method, but this time, there is this weird blackness that shouldn't be there at all. There is no blackness involved, and if it's transparency of the shader it should be red.

It seems to be from the noise flavor, which is unclamped, but even clamping it doesn't seem to help. It should be read as the luminous intensity but again, that should mean red shows through, not black? Black isn't a light colour?

Better colour continuity doesn't help either.

Code (xml) Select

<terragen_clip>
<power_fractal_shader_v3
name = "Power fractal shader v3 02"
gui_use_node_pos = "1"
gui_node_pos = "-440 1200 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "0.9765625 0.9765625"
seed = "8251"
feature_scale = "0.01"
lead-in_scale = "0.1"
smallest_scale = "0.0075"
noise_octaves = "5"
obey_smoothing_filter = "1"
noise_stretch_XYZ = "1 1 1"
apply_high_colour = "1"
high_colour = "1 1 1"
apply_low_colour = "0"
low_colour = "0 0 0"
colour_contrast = "0.5"
colour_offset = "0"
colour_roughness = "3"
clamp_high_colour = "1"
clamp_low_colour = "1"
apply_displacement = "0"
displacement_direction = "1"
displacement_amplitude = "1"
displacement_offset = "0"
displacement_roughness = "1"
displacement_spike_limit = "1"
continue_spike_limit = "0"
adjust_coastline = "0"
coastline_altitude = "0"
coastline_smoothing = "30"
noise_flavour = "5"
ridge_smoothing = "0.1"
gully_smoothing = "0.1"
noise_variation = "1"
variation_method = "2"
buoyancy_from_variation = "0.25"
clumping_of_variation = "0.25"
better_colour_continuity = "0"
better_displacement_continuity = "1"
distort_by_normal = "0"
distortion_by_normal = "5"
lead-in_warp_effect = "0"
lead-in_warp_amount = "0.5"
less_warp_at_feature_scale = "0"
allow_vertical_warp = "0"
four-d_noise = "0"
four-d_noise_speed = "0.1"
reference_frame_number = "0"
blend_by_shader = "1"
blending_shader = "Power fractal shader v3 01"
fit_blendshader_to_this = "0"
invert_blendshader = "0"
>
</power_fractal_shader_v3>
<power_fractal_shader_v3
name = "Power fractal shader v3 01"
gui_use_node_pos = "1"
gui_node_pos = "-360 1400 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "1.953125 1.953125"
seed = "15825"
feature_scale = "0.1"
lead-in_scale = "0.5"
smallest_scale = "0.001"
noise_octaves = "11"
obey_smoothing_filter = "1"
noise_stretch_XYZ = "1 1 1"
apply_high_colour = "1"
high_colour = "1 1 1"
apply_low_colour = "1"
low_colour = "0 0 0"
colour_contrast = "0.5"
colour_offset = "0"
colour_roughness = "4"
clamp_high_colour = "0"
clamp_low_colour = "0"
apply_displacement = "1"
displacement_direction = "1"
displacement_amplitude = "0.025"
displacement_offset = "0"
displacement_roughness = "0.8"
displacement_spike_limit = "0.25"
continue_spike_limit = "0"
adjust_coastline = "0"
coastline_altitude = "0"
coastline_smoothing = "30"
noise_flavour = "6"
ridge_smoothing = "0.1"
gully_smoothing = "0.1"
noise_variation = "1"
variation_method = "2"
buoyancy_from_variation = "0.25"
clumping_of_variation = "0.25"
better_colour_continuity = "0"
better_displacement_continuity = "1"
distort_by_normal = "0"
distortion_by_normal = "5"
lead-in_warp_effect = "0"
lead-in_warp_amount = "0.5"
less_warp_at_feature_scale = "0"
allow_vertical_warp = "0"
four-d_noise = "0"
four-d_noise_speed = "0.1"
reference_frame_number = "0"
blend_by_shader = "0"
blending_shader = ""
fit_blendshader_to_this = "0"
invert_blendshader = "0"
>
</power_fractal_shader_v3>
<clamp_0_1_colour
name = "Clamp 0 1 colour 01"
gui_use_node_pos = "1"
gui_node_pos = "-260 1240 0"
gui_group = ""
enable = "1"
input_node = "Power fractal shader v3 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
>
</clamp_0_1_colour>
<complement_colour
name = "Complement colour 01"
gui_use_node_pos = "1"
gui_node_pos = "-260 1200 0"
gui_group = ""
enable = "1"
input_node = "Clamp 0 1 colour 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
>
</complement_colour>
<colour_adjust_shader
name = "Colour adjust shader 02"
gui_use_node_pos = "1"
gui_node_pos = "-260 1160 0"
gui_group = ""
enable = "1"
input_node = "Complement colour 01"
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "0.9765625 0.9765625"
black_point = "0.6999999881 0.6999999881 0.6999999881"
black_point_adjust = "0.6999999881"
white_point = "0.8000000119 0.8000000119 0.8000000119"
white_point_adjust = "0.8000000119"
gamma = "1 1 1"
gamma_adjust = "1"
clamp_below_black = "1"
clamp_above_white = "1"
>
</colour_adjust_shader>
<smoothing_filter_shader
name = "Smoothing filter shader 01"
gui_use_node_pos = "1"
gui_node_pos = "-440 1160 0"
gui_group = ""
enable = "1"
input_node = "Power fractal shader v3 01"
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "0.9765625 0.9765625"
smoothing_scale = "0.0136"
scale_modulator = ""
>
</smoothing_filter_shader>
<surface_layer
name = "Surface layer 03"
gui_use_node_pos = "1"
gui_node_pos = "-520 1080 0"
gui_group = ""
enable = "1"
input_node = "Surface layer 02"
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "1.953125 1.953125"
apply_colour = "0"
diffuse_colour = "0.5 0.5 0.5"
colour_function = ""
enable_test_colour = "0"
test_colour = "1 0 1"
luminous = "1"
luminosity_multiplier = "5"
luminosity_tint = "1 0.4535000026 0"
luminosity_function = "Power fractal shader v3 02"
displacement_direction = "1"
displacement_multiplier = "0.005"
displacement_function = "Smoothing filter shader 01"
displacement_offset = "-0.005"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = ""
coverage = "1"
fractal_breakup = "0"
breakup_shader = ""
fractal_contrast = "0.5"
invert_breakup = "0"
only_breakup_colour = "0"
blend_by_shader = "1"
blending_shader = "Colour adjust shader 02"
invert_blendshader = "0"
blend_as_coverage = "1"
limit_maximum_altitude = "0"
maximum_altitude = "1000"
max_alt_fuzzy_zone = "200"
limit_minimum_altitude = "0"
minimum_altitude = "200"
min_alt_fuzzy_zone = "200"
altitude_key = "1"
use_Y_for_altitude = "0"
limit_maximum_slope = "0"
maximum_slope_angle = "60"
max_slope_fuzzy_zone = "20"
limit_minimum_slope = "0"
minimum_slope_angle = "30"
min_slope_fuzzy_zone = "10"
slope_key = "0"
use_Y_for_slope = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
smoother_fuzzy_zones_for_shading = "1"
smoother_fuzzy_zones_for_displacement = "0"
>
</surface_layer>
<surface_layer
name = "Surface layer 02"
gui_use_node_pos = "1"
gui_node_pos = "-580 1280 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "1"
gui_preview_patch_size = "15.625 15.625"
apply_colour = "0"
diffuse_colour = "0.5 0.5 0.5"
colour_function = ""
enable_test_colour = "0"
test_colour = "1 0 1"
luminous = "1"
luminosity_multiplier = "2.5"
luminosity_tint = "0.9999999404 0.005497448612 0"
luminosity_function = ""
displacement_direction = "1"
displacement_multiplier = "1"
displacement_function = ""
displacement_offset = "0"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = ""
coverage = "1"
fractal_breakup = "0"
breakup_shader = ""
fractal_contrast = "0.5"
invert_breakup = "0"
only_breakup_colour = "1"
blend_by_shader = "0"
blending_shader = ""
invert_blendshader = "0"
blend_as_coverage = "1"
limit_maximum_altitude = "0"
maximum_altitude = "1000"
max_alt_fuzzy_zone = "200"
limit_minimum_altitude = "0"
minimum_altitude = "200"
min_alt_fuzzy_zone = "200"
altitude_key = "1"
use_Y_for_altitude = "0"
limit_maximum_slope = "0"
maximum_slope_angle = "60"
max_slope_fuzzy_zone = "20"
limit_minimum_slope = "0"
minimum_slope_angle = "30"
min_slope_fuzzy_zone = "10"
slope_key = "0"
use_Y_for_slope = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
smoother_fuzzy_zones_for_shading = "0"
smoother_fuzzy_zones_for_displacement = "0"
>
</surface_layer>
</terragen_clip>