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General => Terragen Discussion => Topic started by: cyphyr on August 02, 2010, 11:24:52 AM

Title: How can I "WARP" a function?
Post by: cyphyr on August 02, 2010, 11:24:52 AM
Hi guys :)
I can use functions to create a series of parallel lines or a grid but when I plug this into a "warp" or "re-direct" shader it has no effect.
What am I missing?
Cheers
Richard
Title: Re: How can I "WARP" a function?
Post by: Henry Blewer on August 02, 2010, 12:32:30 PM
My guess would be to have the power fractal input into the warp shader's blend by. Use the node tree to input into the warp shader's input. This is probably not useful at all. I have stayed away from more complex functions; render time with a Pentium 4 is a patience teaching endeavor.
Title: Re: How can I "WARP" a function?
Post by: dandelO on August 02, 2010, 04:38:07 PM
Try this, Richard...

[attachimg=#]

Replace the 'get position' with a 'get pos in texture', then it must feed the warp 'shader' port, before the warp shader enters the function tree.
Remember a redirect to specify warp direction/s.

[attachimg=#]

Set the colour adjust as colour or displacement to a new surface. You can't just plug your main network into the warp shader any more and out the other side, like you'd do with a normal power fractal warp.
Title: Re: How can I "WARP" a function?
Post by: dandelO on August 02, 2010, 05:57:18 PM
A little play with scales and such and this makes a pretty good base for an alpine range style surface. Quick rendering, too. A bit more work and it could look very good.
Warped lines, that's the future, Richard... :D

[attachimg=#]
Title: Re: How can I "WARP" a function?
Post by: cyphyr on August 02, 2010, 06:07:57 PM
Thank you :)
I had not thought to place the warp that far up the tree, not sure quite why it works that way round but not further down ...
I was actually looking at this for part of a high cirrus cloud (herring bone I think) mask.
Thanks again
Richard


Oooh just saw your pic, interesting ideas there mountain ganges an stuff :) :)
Title: Re: How can I "WARP" a function?
Post by: dandelO on August 02, 2010, 06:19:40 PM
I just copied your network settings from your screenshot, if you just need repeating parallel lines, you don't need all those nodes.
Here's a very editable way that'll free up the input/output of the warp shader, so it works more sensibly.

[attachimg=#]

Either of the X or Z to scalar nodes decides the direction, the transform shader resizes everything, just rescale in either its X or Z field, whichever one you're using.

[attachimg=#]

Maybe you needed all those other nodes for something else? I don't know. Anyway, I'll be building a mountain then... :D