Rectangular Noise

Started by Hetzen, March 09, 2010, 11:28:51 AM

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Hetzen

Nice work Mogn.

To prove there's more than one way to skin a cat I had a go.

j meyer


Dune

Ah, now were's getting somewhere. Looks good, Jon. Did you 'just' displace or use as vdisp?

Hetzen

#183
Quote from: Dune on November 03, 2014, 11:36:15 AM
Ah, now were's getting somewhere. Looks good, Jon. Did you 'just' displace or use as vdisp?

I had a day off, so had a look at what you can do with displacement to vector from the default scene. The strata was formed from the y information, that had the cube pattern (x,z) added on the side slope part of y, mixed with another scale, then plumbed back into a vector to displacement. Didn't need a compute, which is cool.

But should work fine after a compute terrain via a surface layer lateral displacement.

Oshyan

Sugar cubes! Awesome. :D

- Oshyan

Dune

I just have to dive into this again...

Hetzen

Quote from: Oshyan on November 03, 2014, 02:09:08 PM
Sugar cubes! Awesome. :D

- Oshyan

The Sugarcubes (Bjork) are from Iceland right?  :)

Oshyan

Haha, indeed Jon!

- Oshyan

TheBadger

It has been eaten.

Dune

 ;D

archonforest

Now that is very cool man! ;)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

bla bla 2


j meyer

#192
Playing with hetzen's file I remembered something I did with my file,
but totally forgot about.Since it has a certain effect here also it might
be interesting for some of you.
First pic shows jon's Cubed noise as it is applied to the default scene
and a simpleshapeshader block.Only the size was adjusted to fit the
scene.
[attach=1]
The second pic shows the same,but this time with a transform shader
set to use world space added at the end (after the last blue node).
[attach=3]
Nice and simple,hope you like it,too.

Edit: sorry for the little mess up,something went wrong while posting

Dune

Interesting, good for cities...

In the meantime I found that using the blocks in a vdisp setup doesn't work as expected (well, I expected it, so maybe I should say 'as wished for'). Only at one side it works, but on the other side the cubes displace inwards, which is quite logical. So you either have to vdisp per terrain angle, or simply use (lateral) displacement after a tight compute terrain or compute normal. Really nice rock effects are possible though.....

j meyer

Yeah,that's a problem with vdisp.
Would be nice if we could choose a center to displace from
in both - and + directions on the axes or radial,but that would
lead to other problems -for the programmer at least - I guess.