Is it possible?
Yes.
Cheers Dune, works for me.
Just what I've been looking for, thanks Ulco. Question: how do you get an input connection to the sphere?
From the sphere's settings (default surface). Find a newly made surface shader outside it.
Quote from: Dune on May 11, 2013, 12:19:08 PM
From the sphere's settings (default surface). Find a newly made surface shader outside it.
Sorry Ulco, I don't quite follow that.
Ulco, could you please explain that in a bit more detail, I would appreciate it.
That's incredible! Ulco again having the solution. Sometimes you're a bit frightening... ;)
Quote from: choronr on May 11, 2013, 03:23:18 PM
Ulco, could you please explain that in a bit more detail, I would appreciate it.
In the sphere settings there is a tab called Surface Shaders, click the green plus button, then assign shader, then choose your input shader from the list. That will then connect that node to the top of the object node.
Thanks Hetzen. Will try your suggestion. I tried something before your message and came up with something else - I'll call it 'how not to do it' ...lol. I could not get it to sit on the terrain.
Thanks to mhaze for bringing up this subject; and, to Dune, Hetzen and Thelby for the tips enabling the distorted sphere to come together. Attached is the node set up.
You can make it independent if you unhook the compute normal.
This is interesting!
I am guessing that this is how people have done meteorites? I think I will try now any way!
But what are you guys who are trying this, and you who already have, using this method for?
I was trying to get some very flat hero rocks
There's also a nice node-input on top of the rock object node called 'mesh displacer', which has a bunch of extra, and hidden, object subdivision options you can use, if you open the rock-object clipfile in a text editor and re-save it.
You don't need a text editor just to use the mesh-displacer's default settings, though, just plug something in. I think you still need to disable/enable the rock node after you plug any new displacement shaders in to make the object wireframe refresh in the 3D preview window...
* Wrong. Unplugging/replugging displacer nodes does make the wireframe refresh but hitting new parameters, such as seed values doesn't. Just un/replug the node to make it refresh to the new settings. No need to disable/enable the rock.
Thanks Martin, its good to see you back. Will give your suggestions a try - looks like some fun ahead.
Quote from: dandelO on May 12, 2013, 01:57:56 PM
There's also a nice node-input on top of the rock object node called 'mesh displacer', which has a bunch of extra, and hidden, object subdivision options you can use, if you open the rock-object clipfile in a text editor and re-save it.
You don't need a text editor just to use the mesh-displacer's default settings, though, just plug something in. I think you still need to disable/enable the rock node after you plug any new displacement shaders in to make the object wireframe refresh in the 3D preview window...
Martin, previously we've been addressing a 'sphere object' not a rock object. Are you saying the same would apply to either?
Sorry, Bob. Typical of me to take a topic off-road. No, those settings only apply to the rock object.
No Martin, I apologize, I now realize you were just expanding the thread with additional possibilities and ideas.
Customized rock and sphere objects are important elements to add to a scene and serve as nice back drops for vegetation in the overall composition. We appreciate your bringing the rock object up here.