Trying to replicate a phenomenon.
Screenshot of node network.
Thanks for the hint on the setup Dune. I got this far but I am missing something, as I do not get the curves in shader preview like in the simple road setup. (Yes, I see the similarity) ;D
Dune, why do my curves not transfer?
You need to use a Get Position In Texture instead of the Get Position node. The latter works on final render position, the former allows you to distort the position call.
Also, I just noticed, you should try and plug your Sin Scaler 01 into the input of your Warp Input Shader 01 and bypass the Transform Merge Shader 01, that will allow your vector displacement to warp the Sin function set.
Thanks Hetzen! I tried that w/o the transform merge and voila! I got some very cool patterns that I want to try elsewhere, especially with a low scalar on the sin side. Psychedelic fractals!
WIP I will add some more vegetation to pick up the highlights.
These clouds are awesome. Glad you guys got it figured out. Way too complicated for me.
Quote from: Lady of the Lake on November 20, 2017, 12:18:51 PM
These clouds are awesome. Glad you guys got it figured out. Way too complicated for me.
Thank you!
My profile picture is done with an image map mask.....I can make a trillion of those a day, but this node stuff is fun too!
Awesome, glad you got it working and looking good. I agree, it is fun working with these blues, especially when creating abstract stuff.
You can do all sorts of things with that network. You can get the negative values of a sine curve to be always positive by adding an Abs(olute) Scaler after the Sin node, that will give you constant bumps. A bit like Perlin to Perlin Billows.
You can also Add to the 'X to Scaler' node another PF, distorting the position input, which will 'warp' the sine pattern in a similar way you've used the Warp shader for the above. I'd put a Multiply Scaler in after the PF to make the position distortion more than 1 meter if you did decide to try that.
Lady of the Lake.
It doesn't have to be complicated using blue nodes. You can simply mix two PFs just by putting them both into an Add Scaler node for example. Or get marble like patterns by swapping out the Add with a Difference Scaler. You don't need to know math to do that. Try a few simple things out. The node preview window inside each node, is useful to see how your pattern is changing through the network, and before you know it you've made a great texture.
Yes, I think a lot of people are a bit too 'afraid' of blues and don't touch them by principle. They're very handy as an addition.
Love this forum and even though I haven't asked the question I have learned some good stuff reading the replies....well done on that Hetzen, most encouraging....and a fine image evolves from confusion...3 cheers!
Thanks all!
Added a second pink atmosphere with height at 500.
Here would be the vector displacement at 20 for x , and sin scalar at -100. Surface layer mask with restraints.
Now that is different! ;D
Going to see what kind of a mess I can make here.
Question: When using the Distance shader, I connected to final density modulator on my cloud, then attempted to use another camera. My radius for clouds is 100000. I set far distance at 600006000. ***EDIT Now adjusted to 20000. I rendered with default camera. Am I doing that right? I want to fade the far ripples.
When I first attempted this I thought I had nothing....I did a render and I finally see...little tiny waves so close together it looked like fine corduroy. I had to multiply scale by 100 and then zoom the preview control box out to see it.
John Denver would have not sold many recordings of "Thank turtle I'm a country boy"
Added power fractal after x to scalar
One step at a time :)
how or could one incorporate a boolean?
reverse x vector displace
masked the power fractal and then masked that mask perpendicular to cut some lines
Remember when you were a kid in the summer when school was out. Those lazy days when time went so slow. You would bug your mom because there was nothing to do. Exasperated she would send you outside to "read the clouds" because you were bored with reading books from the library. "find me something you see up there" she would say.
What do you see?...Just some more fun... :)
Looking at Kadri's https://planetside.co.uk/forums/index.php/topic,24508.msg249077.html#msg249077 clouds as landscape, I remember I had tried some warps and vector displacements....in this post.
So here I have taken the warps and added them to a surface layer for the terrain (no clouds, just warps) I displaced the surface layer 50, added small fake stones too.
Question here for Matt or Oshyan, this image rendering at 0.6MPD and 6AA , default tonemap, Atmo haze 0.125. WHAT is causing the blueish film? The blue warp and greenish terrain look like they are in a level 4 haze to me.
Quote from: luvsmuzik on May 22, 2018, 03:51:18 PM
Question here for Matt or Oshyan, this image rendering at 0.6MPD and 6AA , default tonemap, Atmo haze 0.125. WHAT is causing the blueish film? The blue warp and greenish terrain look like they are in a leverl 4 haze to me.
I would say since your haze is 0.125, you have more colour grading by the Bluesky Density in the Atmosphere as well. You could make it less blue (it's hue input), or leave it alone, and desaturdate the tweak Bluesky Density Colour.
Though I tried to see if I could simulate this effect but my 2D cirrus are not blue. Are you using a coloured PF somewhere piped into direct light or ambient or something? Or the ambient light hue input.
Quote from: WASasquatch on May 22, 2018, 03:57:25 PM
Quote from: luvsmuzik on May 22, 2018, 03:51:18 PM
Question here for Matt or Oshyan, this image rendering at 0.6MPD and 6AA , default tonemap, Atmo haze 0.125. WHAT is causing the blueish film? The blue warp and greenish terrain look like they are in a leverl 4 haze to me.
I would say since your haze is 0.125, you have more colour grading by the Bluesky Density in the Atmosphere as well. You could make it less blue (it's hue input), or leave it alone, and desaturdate the tweak Bluesky Density Colour.
Though I tried to see if I could simulate this effect but my 2D cirrus are not blue. Are you using a coloured PF somewhere piped into direct light or ambient or something? Or the ambient light hue input.
My blue stuff is not clouds, rather just the vector displacement in a blue node warping setup. I have set that as displacement to a surface layer (no clouds).
The image shown here now is as clouds warped with a TG preset nebula dust as planet background.
It looks like you're still just seeing atmosphere attenuation/color shift due to distance. I would guess your camera is fairly high up here, is that correct?
- Oshyan
Quote from: luvsmuzik on May 22, 2018, 03:51:18 PM
Looking at Kadri's https://planetside.co.uk/forums/index.php/topic,24508.msg249077.html#msg249077 clouds as landscape, I remember I had tried some warps and vector displacements....in this post.
So here I have taken the warps and added them to a surface layer for the terrain (no clouds, just warps) I displaced the surface layer 50, added small fake stones too.
Question here for Matt or Oshyan, this image rendering at 0.6MPD and 6AA , default tonemap, Atmo haze 0.125. WHAT is causing the blueish film? The blue warp and greenish terrain look like they are in a leverl 4 haze to me.
Quote from: Oshyan on May 22, 2018, 04:37:46 PM
It looks like you're still just seeing atmosphere attenuation/color shift due to distance. I would guess your camera is fairly high up here, is that correct?
- Oshyan
Yes, camera is at 25,000.
WASasquatch...it was the blue sky density factor. Thanks!
These are just warps and vector displacement, applied previously to clouds.. , Now warping applied to terrain as a surface layer displacement and mask.
cool experiments :)