I'm having some trouble figuring out how to control a poulation using a B&W bmp image map. I'm just not sure how to plug the sucker in, and a couple of times TGD has crashed due to my efforts.
So for example: Ter generated in WM, along with a flow map. I want to restrict a rock population to the white areas of the bmp created by WM.
What's the set up for that?
If a tut or thread exists, a heads-up would be greatly appreciated. I'm lost :)
I havent done this yet but this is how I restrict clouds
you plugin the image map shader(B&W bmp) into the blending shader of the population....
Hi
Attach the imagemap shader as a blend shader making sure you choose Plan Y(edges=XZ) as your projection type. You'll then need to define its size, probably you'll take this from the size of your population dimensions but it can be anything you like. You may also have to photoshop your image to get some more contrast and of course if the objects are in the wrong place just invert the blend shader.
Hope this helps
Richard
Quote from: cyphyr on March 26, 2007, 12:48:03 PM
Hi
Attach the imagemap shader as a blend shader making sure you choose Plan Y(edges=XZ) as your projection type. You'll then need to define its size, probably you'll take this from the size of your population dimensions but it can be anything you like. You may also have to photoshop your image to get some more contrast and of course if the objects are in the wrong place just invert the blend shader.
Hope this helps
Richard
I didnt knew about Plan Y...thanx for the info....
Um...what's a blend shader? Can't seem to find that. Eeep.
Blend Shader is an input on most nodes. In the case of a population however it's actually called "Density Shader". Enable "Use Density Shader", add an Image Map Shader node and connect it to the Density Shader input of the population, load your image, specify PlanY projection in the Image Map Shader, and set the size *in meters* appropriately. If it's a mask that was generated on a heightfield that you have also loaded, you will want to make it the same size as the heightfield in meters, with the same position. You can find the size information in World Machine - it is currently difficult to extract this information within TG2, although this will of course be added.
- Oshyan
Aha! Thank you very much for the info. with a fiddling around i think i've got a handle on it. thanks again!