Symmetry

Started by j meyer, April 06, 2009, 09:59:39 AM

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j meyer

A screenshot of a basic node set up is attached.

T-U : yes the camera is aligned with the origin,which is left at 0 0 0 here,
        but you can of course move it (the origin) around with the transform
        shader.(Definitely necessary for objects)

Luminos : the shader,hmm...? In case you refer to the coloring,it's just the same
               node set up,2 colors and a slightly smaller size than the displacement.
               And a Reflective Shader.
               
calico : sorry,forgot to give some texturing hints yesterday,but hopefully the above
           is ok for you too. ;)



domdib

Thanks J Meyer - still a beginner with working in the node network, so this kind of visual is much appreciated

Tangled-Universe

Quote from: j meyer on April 07, 2009, 09:35:12 AM
...

T-U : yes the camera is aligned with the origin,which is left at 0 0 0 here,
        but you can of course move it (the origin) around with the transform
        shader.(Definitely necessary for objects)

...


Thanks for clearing up J(...?)

But if you move the origin around (how do you move the origin by the way???) with the transformshader and keep the camera at the same position the symmetry will be lost because the fractals are generated from the origin which has then moved?

j meyer

#18
Sorry,my bad.Should have given a definition of my use of the term origin
in this context.(One of the major mistakes in discussions generally,at least
in my opinion.)
By origin i mean the point where the axises meet,which is by default 0 0 0,
as far as i understand.So when you want to apply that kind of coloring/dis-
placement to ,for example,a sphere with a radius of 1 that is sitting on the
ground you have to set the spheres y-axis position to 1 also.Now the point
referred to as the origin of the PF array is still on the 0 0 0 point thats on
the surface of the planet.The transform shader allows you to move the
origin of the PF array to the required height of 1 on the y-axis,so that it is
visible at the center of the sphere(on its surface).Of course you have to adjust
the camera position accordingly,if you move that point around.
It's kind of confusing,isn't it? Even more so if you have to write about it in a
language that's not your native one.
Jochen ;)

PS:if you rather want an example file instead of the blahblah let me know.

DJ

If you use transform shaders it is not necessary to duplicate the PFs.
By this means it is much easier to experiment with the parameters of the PF.

[attachimg=#]

DJ

j meyer