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General => Terragen Discussion => Topic started by: TheBadger on March 05, 2012, 01:07:31 PM

Title: Node order (distribution and painted shaders)
Post by: TheBadger on March 05, 2012, 01:07:31 PM
Hello,

1) Does it matter if a distribution shader is placed before or after a painted shader on an object population?
2) When connecting a painted shader to a distribution shader it should be: object population--->distribution--->Painted. OR: object population--->distribution--->fractal breakup---> painted shader?
3? If the painted shader plugs in last, it should be plugged into the *Blending input* of the node, yes?

TY
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 05, 2012, 01:19:08 PM
Answering only the first question, I do the population so that the pops appear all over; then, using the painted shader, I paint-in only the objects I want.
Title: Re: Node order (distribution and painted shaders)
Post by: rcallicotte on March 05, 2012, 06:44:30 PM
A lot depends upon what you want to do.
Title: Re: Node order (distribution and painted shaders)
Post by: TheBadger on March 05, 2012, 07:03:11 PM
TY

I got it to do what i was trying for this way: object population--->distribution--->Painted.

Are you guys saying that my result would be different if I had hooked it up a different way? I was guessing that it wouldn't work at all if set up differently.
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 05, 2012, 10:45:56 PM
Quote from: TheBadger on March 05, 2012, 07:03:11 PM
TY

I got it to do what i was trying for this way: object population--->distribution--->Painted.

Are you guys saying that my result would be different if I had hooked it up a different way? I was guessing that it wouldn't work at all if set up differently.
I did not think you could use both the distribution shader and painted shader at the same time. As I said before, use the painted shader alone; this after you have set up the 'a' and 'b' areas for coverage and object spacing. Then, paint those objects where you want them. Small object spacing (like 1 or 2) will give you a lot of objects to choose from when painting the ones you want. Make sure to set the 'wireframe' viewing mode so it is easier to pick out the objects.
Title: Re: Node order (distribution and painted shaders)
Post by: TheBadger on March 05, 2012, 10:51:47 PM
QuoteI did not think you could use both the distribution shader and painted shader at the same time
It works choronr! I thought I read a long while back that it would not work also. But it does now. Perhaps they fixed it in the last update. I cant remember if the last time I tried it was before the update or not.
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 05, 2012, 11:07:47 PM
Quote from: TheBadger on March 05, 2012, 10:51:47 PM
QuoteI did not think you could use both the distribution shader and painted shader at the same time
It works choronr! I thought I read a long while back that it would not work also. But it does now. Perhaps they fixed it in the last update. I cant remember if the last time I tried it was before the update or not.
I guess my point is, why use both shaders when one will do the job? When you select the 'Use Density Shader', only one can be used - either the Painted shader; or, the Distribution shader, not both.
Title: Re: Node order (distribution and painted shaders)
Post by: TheBadger on March 05, 2012, 11:29:30 PM
Right click, select, connect painted shader to the blending input of the distribution manually.
I checked invert on the painted because I wanted to take a little out rather than paint a little in... I promise it's working Choronr, just try it like I describe

Side note: I hope my typing is not coming off badly, that is, I hope I don't sound argumentative. I forget sometimes that my intentions are not always clear. And that people may see "!" as yelling rather than excitement, which is how I usually use it.
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 05, 2012, 11:35:53 PM
Quote from: TheBadger on March 05, 2012, 11:29:30 PM
Right click, select, connect painted shader to the blending input of the distribution manually.
I checked invert on the painted because I wanted to take a little out rather than paint a little in... I promise it's working Choronr, just try it like I describe

Side note: I hope my typing is not coming off badly, that is, I hope I don't sound argumentative. I forget sometimes that my intentions are not always clear. And that people may see "!" as yelling rather than excitement, which is how I usually use it.
No, not taken as argumentative at all. Again, why use both shaders when one, or the other, will do the job. Maybe I'm missing something here.
Title: Re: Node order (distribution and painted shaders)
Post by: TheBadger on March 05, 2012, 11:47:08 PM
I see what your asking now :D
I had to use the distribution shader because I did not want any of the plants on the ground, only on the walls. But in just a few areas up close to the camera the population was just a little to thick... and because I will use the same file for multiple shots, I did not want to have to paint out the ground for every new view.
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 05, 2012, 11:51:15 PM
Got it. Didn't know you were doing multiple views.
Title: Re: Node order (distribution and painted shaders)
Post by: Oshyan on March 07, 2012, 07:29:25 PM
Yes, they will work together. How you hook things up will depend on what you're trying to achieve, but generally you would want the Painted Shader to be the Blend Shader for the Distribution Shader. The Distribution Shader would otherwise be sampling the painted shader for e.g. slope and altitude constraints, which in many cases may not work well or really make sense. Using a Painted Shader with the Distribution Shader would basically be good for additional, explicit distribution control, beyond what the basic altitude/slope constraints of the Distribution Shader offer.

-Oshyan
Title: Re: Node order (distribution and painted shaders)
Post by: choronr on March 07, 2012, 07:55:02 PM
Quote from: Oshyan on March 07, 2012, 07:29:25 PM
Yes, they will work together. How you hook things up will depend on what you're trying to achieve, but generally you would want the Painted Shader to be the Blend Shader for the Distribution Shader. The Distribution Shader would otherwise be sampling the painted shader for e.g. slope and altitude constraints, which in many cases may not work well or really make sense. Using a Painted Shader with the Distribution Shader would basically be good for additional, explicit distribution control, beyond what the basic altitude/slope constraints of the Distribution Shader offer.

-Oshyan
Thank you Oshyan. I've never tried this set up thinking that the painted shader was already in the same field and couldn't place the distribution shader in that same field.