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General => Terragen Discussion => Topic started by: AutomatonJohn on October 03, 2017, 09:43:36 AM

Title: Reverse Engineering a Node Graph
Post by: AutomatonJohn on October 03, 2017, 09:43:36 AM
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
Title: Re: Reverse Engineering a Node Graph
Post by: bobbystahr on October 03, 2017, 10:33:59 AM
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

Title: Re: Reverse Engineering a Node Graph
Post by: 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.
Title: Re: Reverse Engineering a Node Graph
Post by: bobbystahr on October 03, 2017, 01:43:00 PM
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!
Title: Re: Reverse Engineering a Node Graph
Post by: 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.
Title: Re: Reverse Engineering a Node Graph
Post by: bobbystahr on October 04, 2017, 10:47:36 AM
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...