Started by dandelO, October 05, 2008, 11:51:14 pm
Quote from: dandelO on June 21, 2009, 02:53:32 pmAs I said I'd do yesterday, I've put together a demonstration .tgd for the technique I used in my waterfall image last year... http://forums.planetside.co.uk/index.php?topic=5118.0Consider it a bonus Public Library vol.3 file. I don't have access to the original files so, this is the main outline that I've built just now, it's almost identical to that setup. There's a few exceptions, of course; The linked image above uses 2 water shaders(High/low) of different roughnesses. This one uses just one. The original image also has different stone settings but, I think this way works better - 2 layers(high/low) = less distortion than stretching stones right over the crest, like I did before. The .tgd is clearly labelled in all the required nodes. The scene is basically driven by one painted shader(Waterfall Lead Function), almost everything that follows is computed from this top painted shader node. Please click 'generate now' in the heightfield generate node on opening the .tgd, this will be the background filler terrain, not anything to do with the waterfall.The waterfall terrain is simply a 'displacement shader' on the planet surface that uses 'Waterfall Lead Function' for displacement - The water itself is a plane which does exactly the same but hovering very slightly above the terrain, and is skinned with a watershader. Simple, eh? Here's the waterfall.tgd preview at 400x300, 0.5 detail:[attachimg=#]Thanks for looking/downloading!