planetary image map shader

Started by skarlath, July 07, 2009, 11:13:59 PM

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skarlath

hi evey one.

im trying to make earth using this image (this one has been scaled down the origional is 16700 ,7500).
ive tryed using plane y but the two sides just mirror each outher on the planet. ive also tryed the spherical
option but nothings in the right place or even looks like earth.
if any one can help that would be great

old_blaggard

You'll want to be using spherical projection, but make sure that the center of the image and the center of the planet have the same values (I think that's the proper relation... other people should correct me if I'm wrong).
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skarlath

wow it worked didnt know it was that simple. i thought it had to do with the size
but thanks heaps ;D

Henry Blewer

This may not hold for Terragen 2, but in Blender this image maps more accurately with a tube mapping.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

PG

Matt said a while ago that image maps "bunch" at the poles unless the image itself is spherically mapped.
Figured out how to do clicky signatures

Henry Blewer

This image is distorted at the poles. That's why the tube mapping works better. I've used it for globes, when you start putting the latitude rings onto the globe, the distortion becomes apparent.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

skarlath

now ive got another problem. ive got a color image basicly the same
as the grayscale but the water isnt reflective because its color not a
reflective shader is there a way around this?

Oshyan

You should be able to find a specular mask of the earth. Alternatively, if you have displacement of the terrain already, you could create a second planet slightly larger than the first, and give it a global water shader. This will create a 'water shell' around your other planet and with the right sizing, it will fill in only the oceans. Again this depends on having your terrain displaced correctly though.

- Oshyan

Walli

you also could work with surface layers - two using the same color map, one of them uses specualrity, the other not. Then use the specular map (or a water map) as blend shader.

cyphyr

There was talk of including a specular shader mask input a while back ... any progress ? :)
richard
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Oshyan

Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard

Nothing yet. But I know it's on Matt's (long) list. ;D

- Oshyan

Matt

#11
Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard

I've added image/function settings for reflectivity and specular roughness on the Default Shader. Is that what you meant? Those will be in the next update.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

skarlath

yea. ive got a spec map but how do i add it in and what node type

cyphyr

Quote from: Matt on July 10, 2009, 03:48:43 AM
Quote from: cyphyr on July 09, 2009, 07:22:59 AM
There was talk of including a specular shader mask input a while back ... any progress ? :)
richard

I've added image/function settings for reflectivity and specular roughness on the Default Shader. Is that what you meant? Those will be in the next update.

Matt


Good news :)
thanks
Richard
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https://www.facebook.com/RichardFraserVFX/
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Matt

#14
Copy and paste this into the node network. "Water layer 01" is a Surface Layer which can be connected after all your other shaders. It is masked by an Image Map Shader. Reflectivity is provided by using a Reflective Shader as its child layer.

You'll need to adjust the Image Map projection settings to match your other image maps.

Disable ray-traced reflections on the Reflective Shader to make it render faster, if you only need it for specular.

<terragen_clip>
<image_map_shader
name = "Earth water mask"
gui_use_node_pos = "1"
gui_node_pos = "120 240 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
image_filename = "image_maps\EarthMask_2500x1250.jpg"
projection_type = "6"
projection_camera = ""
position_center = "1"
position_lower_left = "0"
position = "0 0 0"
size = "1 1"
flip_x = "0"
flip_y = "0"
repeat_x = "0"
repeat_y = "0"
apply_colour = "1"
smooth_interpolation = "1"
unpremultiply = "1"
convert_to_linear = "0"
data_is_linear = "1"
conversion_gamma = "2.2"
apply_displacement = "0"
displacement_amplitude = "9000"
displacement_offset = "0"
smooth_disp_interpolation = "1"
convert_disp_to_linear = "0"
disp_data_is_linear = "1"
disp_conversion_gamma = "2.2"
alpha_as_opacity = "0"
alpha_as_colour = "0"
create_transparency = "0"
transparency_key = "0 0 0"
key_tolerance = "0.33"
translucent = "0"
translucency_amount = "1"
translucency_tint = "1 1 1"
border_blending = "0"
blend_by_shader = "0"
blending_shader = ""
fit_blendshader_to_this = "1"
invert_blendshader = "0"
>
</image_map_shader>
<reflective_shader
name = "Reflective shader 01"
gui_use_node_pos = "1"
gui_node_pos = "20 280 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
reflectivity = "1 1 1"
reflection_tint = "1 1 1"
transparency = "0 0 0"
index_of_refraction = "1.33"
specular_highlights = "1"
highlight_model = "1"
highlight_intensity = "1"
specular_roughness = "0.258781"
specular_tweak = "0.5"
ray_traced_reflections = "1"
reflection_softness = "0"
number_of_samples = "4"
>
</reflective_shader>
<surface_layer
name = "Water layer 01"
gui_use_node_pos = "1"
gui_node_pos = "-100 200 0"
gui_group = ""
enable = "1"
input_node = "Earth bump"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
apply_colour = "0"
diffuse_colour = "0.431250006 0.431250006 0.431250006"
colour_function = ""
enable_test_colour = "0"
test_colour = "1 0 1"
luminous = "0"
luminosity_multiplier = "1"
luminosity_tint = "1 1 1"
luminosity_function = ""
displacement_direction = "1"
displacement_multiplier = "1"
displacement_function = ""
displacement_offset = "0"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = "Reflective shader 01"
coverage = "1"
fractal_breakup = "0"
breakup_shader = ""
fractal_contrast = "0.5"
invert_breakup = "0"
only_breakup_colour = "1"
blend_by_shader = "1"
blending_shader = "Earth water mask"
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"
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"
use_Y_for_slope = "0"
slope_key = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
>
</surface_layer>
</terragen_clip>
Just because milk is white doesn't mean that clouds are made of milk.