I've learn't alot about transform shaders doing this - but still can't predict the results! I'm not sure I'm going to continue with this, maybe some vegetation and a buzzard or two, any thoughts or suggestions?
Sadly reducing it's size and compressing it spoils some of the detail - will have to try and post the full size on elsewhere.
Mick
I think these rocks are what everyone tries to do with their first attempt at using transform shaders. And I understand why, they are real cool! I have yet to try myself, but thanks for reminding me I want to. Cool image
Liking this alot, well done
you guys seem to talk about the twist and shear shader, not the transform shader, right?
nice complex displacements and surfacing
Hi Frank, I do mean the transform shader! I used a twist and shear in this but was mainly interested in rotating stretched PF, as I say I'm not getting the results I expected but the results are interesting especially when used with a redirect shader.
I get predictable results with y rotation but not with x or z. I'm not sure why or what is happenning.
Mick
Hi,
a good way to see what rotation does on the x or z axis would be to take a sphere
locate it at 0/0/0,position the camera to look along the axis,apply some displacement
and/or color to the sphere and then rotate the PF.
J.
mmmh... I couldn't tell you use the transform shader on this one.
But the twist and shear for sure ;D
wouldn't be easier to understand the transform shader's effect without the twist and shear ?
I used twist and shear last of all. I've tried alsorts of experimental setups including a sphere to try and understand this. For example i strech the PF noise in the x direction to get a lines of noise. rotation in y ie plan view, rotates the lines. rotation 90 degrees in x ie to the vertical plane, doesn't give me the horizontal lines I expected but a more random patchy noise. Why? I cannot understand visually or intellectually why.
Ah! noise isn't uniform across a form so near the x axis I get what I expect a stretched PF but as the noise spreads over the curve away from the x axis the stretching changes to something more blobby.
I think you've cracked it there ^^. A transform shader rotates a shader around the origin, that is, X=0,Y=0,Z=0...
Unless you shift the origin with the 'translate' parameters to another central location(i.e. the point in space you want to rotate around), you'll get unpredictable results as you're going to see large differences as you get further away from that point. :)
Thanks for that technical explanation :) If I try and translate the origin in the translate shader first I should get a better result, will have to play.
Ta again
Mick
Yes, right-click your 3D preview to get the point you want to rotate around and 'copy coordinates' to the translate fields of your transform shader, it should behave then.
Quote from: FrankB on October 17, 2011, 12:32:37 PM
you guys seem to talk about the twist and shear shader, not the transform shader, right?
Ahhhh, yes :-\ probably. lol, I would not argue with anyone about TG2 you are all my teachers here :) Peace.