I am wondering if anyone could reverse engineer what these nodes are?
https://imgur.com/WH8Hn4Y
Im looking to make a canyon/Cliff Edge
Cheers!
John
If you're trying to do a canyon/cliff wall try this thread. First post has a .tgd available to mess around with and haven't looked through the whole thread but there may be helpful updates from other members chiming in.
http://www.planetside.co.uk/forums/index.php/topic,20816.45.html
Yeah, thanks man. I've taken a read.
Im wracking my brain trying to understand this stuff. I have used node-based stuff in software for years now. Substance Designer, Unreal Engine 4. But man I cant seem to get my head around this.
Quote from: AutomatonJohn on October 03, 2017, 11:30:06 AM
Yeah, thanks man. I've taken a read.
Im wracking my brain trying to understand this stuff. I have used node-based stuff in software for years now. Substance Designer, Unreal Engine 4. But man I cant seem to get my head around this.
you're not alone, there are many as confused by them as you are rest assured...me included!
That's pretty simple actually; with the voronoi you make well, the voronoi noise (color adjust needed to get hard or soften edges of the 'cracks', the top right is a constant scalar with the width/scale of the cracks), then you displace that down with a displacement shader, then you add a compute terrain to calculate new normals and XYZ variables, then you can add a displacement variable that can move the walls more vertical or even overhangs, either by a single displacement value or by a power fractal.
If you build what you see in that image, you'll find out. The lower 2 compute terrains are not really needed.
Quote from: Dune on October 04, 2017, 03:07:03 AM
That's pretty simple actually; with the voronoi you make well, the voronoi noise (color adjust needed to get hard or soften edges of the 'cracks', the top right is a constant scalar with the width/scale of the cracks), then you displace that down with a displacement shader, then you add a compute terrain to calculate new normals and XYZ variables, then you can add a displacement variable that can move the walls more vertical or even overhangs, either by a single displacement value or by a power fractal.
If you build what you see in that image, you'll find out. The lower 2 compute terrains are not really needed.
Great explanation of that set up Ulco...I may have to try that out...but it's another music day ...as soon's I finish my emails...