Planetary Texturing

Started by WAS, October 23, 2020, 03:32:54 AM

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WAS

Basically my texturing doesn't match the displacement, but the masks are all built with the exact same transform shader settings. The colour is piped through the Colour Input of a surface layer, while the Displacement the Child Input.

Tried using Get Position or Get position in Geometry and they didn't work. Get Position just doesn't work for this setup and produces only one crater at 0,0,0.

cyphyr

I guess you've tried a "Texture Coordinates from XYZ" node.
Otherwise looking good. The ejecta will be a good addition.
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune

How about stretching the vertical component?

WAS

Figured it out. My conditionals for warping the masks were set to "Equals" not "Doesn't Equal", so they were using manual warping while craters were using the functions built in warper. Truly a marvel I can even do this stuff considering severe dyslexia and dyscalculia.

cyphyr

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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

WAS

Indeed. Messing with some of the ways I was putting together the mask vector I got render time down a little more, from 14 minutes to 9 minutes. So even with texture masks it's pretty fast. Still about only 4 minutes for displacement alone.