Planetside Software Forums

General => Terragen Discussion => Topic started by: Will on January 17, 2007, 06:42:29 AM

Title: Quick Question
Post by: Will on January 17, 2007, 06:42:29 AM
Can you run a image file though the planet shader so you get a preplanned shape of a contenint or are they only from the seed?


Regards,

Will
Title: Re: Quick Question
Post by: Will on January 17, 2007, 12:23:33 PM
Anyone?
Title: Re: Quick Question
Post by: §ardine on January 17, 2007, 12:34:40 PM
Unfortunately the planet surface shader only has the one input node. I was messing around with this last night mainly because I was wanting to make use of the ocean options with my planetary image – no go.

Guess I'll have to stick with surface layer distributions for now  :(
Title: Re: Quick Question
Post by: Will on January 17, 2007, 12:56:00 PM
Darn that what I was planing to do...aw well thanks for the reply :)

Regards,

Will
Title: Re: Quick Question
Post by: Will on January 17, 2007, 01:11:00 PM
So how do you use the surface layer to create and image with a displaced image?

Regards,

Will
Title: Re: Quick Question
Post by: §ardine on January 17, 2007, 01:56:30 PM
Ok  I did some more playing around with it since we were on the subject :) you can get your displaced image to show up through the PLS (planet surface shader). However, it seems that the planet is read as flat – or smooth :), to the PLS. The ocean is then "stretched" over it as you can see in the picture. (I turned the continent amplidude down in the PLS so it wouldn't displace my image)
[attach=#1]
[attach=#2]
I think I'll stick with my original opinion of this not working -the effect here is pretty cool, but there are better ways of doing it.

You posted while I was putting this together, you might want to check this thread out:
http://forums.planetside.co.uk/index.php?topic=232.0 (http://forums.planetside.co.uk/index.php?topic=232.0)

Title: Re: Quick Question
Post by: Will on January 17, 2007, 02:03:34 PM
Thank you, ill try this stuff :)

hey do you get the error when moveing within the preveiw of T2Tp crashing?

Regards,

Will
Title: Re: Quick Question
Post by: §ardine on January 17, 2007, 02:25:31 PM
Not sure what error you're talking about. I did have some geometry not being drawn at one point (like half the planet lol) I think it was when I changed the Continent Scale in the PLS that's why I ended up adjusting the amplitude instead.
Title: Re: Quick Question
Post by: Will on January 17, 2007, 02:32:30 PM
I played around but it seemed that it created the displacment but it also created its own continent but even with amplitude of 0 it still shows the color
Title: Re: Quick Question
Post by: §ardine on January 17, 2007, 02:43:28 PM
Try bringing the ocean level up, that's the key.  ;)

[attachurl=#1]
[attachurl=#2]

[edit]
I also turned the multiplier up to 100000 on the displacement shader to over exagerate the image map
(just in case you didn't notice)  ;D
Title: Re: Quick Question
Post by: Will on January 17, 2007, 02:46:47 PM
K, Ill try it :)

Regards,

Will
Title: Re: Quick Question
Post by: Will on January 17, 2007, 04:17:52 PM
have you noticed that the atmosphere don't render?

Regards,

Will
Title: Re: Quick Question
Post by: §ardine on January 17, 2007, 05:17:00 PM
lol yeah sorry, I didn't mention I disabled it  ;D
Title: Re: Quick Question
Post by: Will on January 17, 2007, 05:23:36 PM
oh, that would explain it ;)

regards,

Will
Title: Re: Quick Question
Post by: Oshyan on January 19, 2007, 12:52:08 AM
The Planetary Surface Shader is still in a bit of an experimental state. It's not terribly versatile or compatible with other shaders and is really best for simple planet effects and little more. Although it takes a lot more effort, you can achieve more realistic and most of all versatile and powerful effects with the built-in surface mapping ("Shaders") system, including full continents and mountain chains and sophisticated displacement handling and surface distribution. Experimentation is of course encouraged but for now if you want anything beyond the basic effect the Planetary Surface Shader provides, you're probably best just creating your own setup through the Shaders.

- Oshyan
Title: Re: Quick Question
Post by: Will on January 19, 2007, 07:34:37 AM
Thats for the reply Oshyan :) I have lpayed with it useing two seprate image file shaders one for displacment and one for color and bring them together using a multishader but I was wondering how to get a nice look ocean on it so I tryed adding yet another image map only for the image this time and plugging in a water shading into it but it didn't work as I had hoped. You guys think this is the right path?

Regards,

Will
Title: Re: Quick Question
Post by: Oshyan on January 19, 2007, 05:18:01 PM
It's unclear exactly how you're going about this - are you using the Planet Surface Shader at all, or just separate image maps? If the latter then you'd want to mask a surface layer and plug a Water Shader into it as a child. Remember that the color of the surface layer will be the color of your water.

- Oshyan
Title: Re: Quick Question
Post by: Will on January 19, 2007, 05:23:55 PM
Ive stopped using the Planet shader and am just using the image files, the way I have it now is that one image is grayscale for displacement, one is in color and shows the continentsand one that was the water and that one has the water shader pluged into it which has made it reflective currently.

regards,

Will
Title: Re: Quick Question
Post by: Oshyan on January 19, 2007, 06:58:25 PM
That's the correct way to handle it, it sounds like. I'd use a Surface Layer with the Image Map shader plugged into the Breakup Shader input, then set the Surface Layer to 0.5 coverage and 1.0 Fractal Breakup. Plug the Water Shader into the Child Layer input of that, then set the color of the Surface Layer to black or dark, dark blue.

- Oshyan
Title: Re: Quick Question
Post by: Will on January 19, 2007, 06:59:41 PM
Ill try it thanks  ;D
regards,

Will