Started by WAS, January 01, 2019, 04:45:19 PM
Quote from: Dune on January 02, 2019, 02:57:06 AMYou'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0.
Quote from: Matt on January 04, 2019, 07:14:33 AMQuote from: Dune on January 02, 2019, 02:57:06 AMYou'd need a 'transform shader by function', something I've requested a few years ago, but I guess it's pretty hard to implement. Could be possible in blue nodes, as there's one that stretches noise from 0/0/0."Transform shader by function" can be implemented using a Vector Displacement Shader and a Warp Input Shader. Vector Displacement Shader converts a function into a displacement, and Warp Input Shader converts a displacement into a transform.
Quote from: Dune on January 10, 2019, 02:20:49 AMIt's the clamping of the color in this case, I suppose. Did you try a distance shader pointing up with unclamped whites/blacks?
Quote from: Dune on January 14, 2019, 12:07:48 PMNot a perfect solution (and the cloud sucks), but maybe some ideas to play with...