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General => Terragen Discussion => Topic started by: N-drju on February 01, 2017, 04:57:21 PM

Title: Populator on strike!
Post by: N-drju on February 01, 2017, 04:57:21 PM
I just got myself into a somewhat puzzling situation.

I needed to create a displaceable sphere object to fake a lump of land placed in an artificial ring. In order to cut off the part of the sphere that was beyond the containment ring I used the following node network - it worked nicely on the terrain itself (although you cannot see it in the preview obviously...):

[attach=1]

The problem however is, that with that node network... I cannot populate on this object! No matter how large or small the spacing is set to.

What happened here and how to mitigate this populator strike? ???
Title: Re: Populator on strike!
Post by: Kadri on February 01, 2017, 06:19:41 PM

I had a basic idea but it still worked. A very basic file would be much easier to see and test.
Title: Re: Populator on strike!
Post by: bobbystahr on February 01, 2017, 11:22:03 PM
Try adding a dangling Compute Terrain at the bottom of the shader stack but don't connect it to the planet and use that as your Compute Terrain in the populator.
Title: Re: Populator on strike!
Post by: N-drju on February 02, 2017, 02:19:00 AM
@Kadri - The thing is, like, I don't actually want to share this particular file y'know. ::) Also there is no point in creating a basic file because, as you have correctly observed, a setting like this made from scratch is surprisingly working out fine... Yes, that's strange, I know! I don't get it. Maybe there is just some detail I keep missing... ??? When I copied relevant objects and shader into a blank project it still did not work.

@Bobby - Unfortunately that doesn't work. I also thought of "compute terrain". Just tried it, connecting it into various spots. Anyway thanks for suggestion.

I managed to find the culprit by myself though. It's the SSS as an opacity function your honor!

When I disconnected the SSS from that input, my population appeared in the right place. But I still need the SSS masking opacity... So I just made a population cache and plugged opacity SSS back in. ::)
Title: Re: Populator on strike!
Post by: Kadri on February 02, 2017, 02:30:26 AM
Quote from: N-drju on February 02, 2017, 02:19:00 AM
@Kadri - The thing is, like, I don't actually want to share this particular file y'know. ::) ...

Not wanting to share is absolutely fine :) It is just mostly much much easier to find the problem.
Especially as i find it harder to read about problems then to see and test myself.
Glad you found the problem.
Title: Re: Populator on strike!
Post by: Dune on February 02, 2017, 02:37:57 AM
Still strange that the opacity mask does that to the population possibility, I can hardly believe it. Anyway, another way would be to duplicate the circle of land (or use a plane, same displacements), make it invisible and use that to populate on. I used a method like that to make thatched roofs with pops of grass.
Title: Re: Populator on strike!
Post by: N-drju on February 02, 2017, 03:05:15 AM
I really don't know the reason. :( But trust me, when opacity function was disconnected, everything was back to normal in terms of populations.

The main terrain that I use is by all accounts wild - huge displacements, twist and shear shader applied and transform shader that moves the whole terrain by about 9000 units to the left. ::) Could that have any influence? Still, it's hard to grasp for me how a planet's terrain could influence object population... Probably it's not the case since this setup did not work in a blank project either...

Hm I haven't thought about using planes... Indeed they could be better for this kind of usage. Maybe I'm just too used to displaceable spheres.
Title: Re: Populator on strike!
Post by: Oshyan on February 04, 2017, 06:40:00 PM
Your fix doesn't really make any sense. You can't change (e.g. mask) a cached population. Any change to the population will either not take effect (if the population is not re-populated) or (if re-populated) the cache will be disabled. So I don't understand how your apparent solution would have worked...

- Oshyan
Title: Re: Populator on strike!
Post by: N-drju on February 05, 2017, 04:10:49 PM
Errr... Now I don't get what YOU are saying Oshyan. :P But maybe I did not explain that right, so here it is...

I can't populate with the setup I mentioned. Okay, no big...

1. I disconnect the opacity shader that is the source of the problem.
2. I successfully populate on object like you do.
3. I edit those instances that are beyond the containment ring.
4. I save the pop cache.
5. I check the "use instance cache" option. Population reads from cache by now.
6. I reconnect the opacity shader without making changes to the population anymore.

Thus, killing two birds with one stone, I have unwanted parts of the sphere invisible (cut off) and population sitting right where it's supposed to be. :)
Title: Re: Populator on strike!
Post by: Oshyan on February 05, 2017, 06:35:01 PM
Ah, I see, so you have manually edited the population to be where you want it to be; you are not using the opacity shader to control population distribution. That makes sense then.

I don't know exactly what the issue is with populating on an opacity masked object, but I am not totally surprised either...

- Oshyan
Title: Re: Populator on strike!
Post by: Dune on February 06, 2017, 02:33:48 AM
I wouldn't have expected this, but you're right. Pops only where object is opaque, but even when sitting object is disabled. If someone wants to try; (dis)connect the simple shape to opacity input and populate.
Title: Re: Populator on strike!
Post by: bobbystahr on February 06, 2017, 04:09:27 AM
Quote from: Dune on February 06, 2017, 02:33:48 AM
I wouldn't have expected this, but you're right. Pops only where object is opaque, but even when sitting object is disabled. If someone wants to try; (dis)connect the simple shape to opacity input and populate.

Thanks, was wondering bout that...3 A M here so I'm off to dreamland I'll try it in the A M...welll later this A M
Title: Re: Populator on strike!
Post by: bobbystahr on February 06, 2017, 01:42:29 PM
Very strange, played around with the fall off on the SS in hopes it would give a graduated popping but nope...
Title: Re: Populator on strike!
Post by: Dune on February 07, 2017, 02:40:21 AM
Opacity is all or nothing (still), but you can add a 'grainy' fading pf, no doubt.