Planetside Software Forums

Support => Terragen Support => Topic started by: j meyer on May 28, 2013, 11:00:58 AM

Title: Image map shader - Projection type problem
Post by: j meyer on May 28, 2013, 11:00:58 AM
Hi,
while testing that VDisp stuff I came across the following.
I'll show you with pics,seems to be easier than a long winding description.
First is Plan Y which works like expected (just for completeness)
[attachimg=1]

side X
[attachimg=2]

[attachimg=3]

and Size Z first is as close I could get it,the others show what happens else
[attachimg=4]

[attachimg=5]

[attachimg=6]

My question is,is that really the way it's supposed to work?
Or am I doing something wrong?
Or...
Title: Re: Image map shader - Projection type problem
Post by: Matt on May 29, 2013, 12:57:07 AM
I don't know why it's doing that. Can you post the TGD so I can understand what's happening?

Matt
Title: Re: Image map shader - Projection type problem
Post by: Dune on May 29, 2013, 02:33:15 AM
Works fine for me.
Title: Re: Image map shader - Projection type problem
Post by: j meyer on May 29, 2013, 01:22:22 PM
Here is the TGD.

Ain't that the Alpha version,Ulco?
Mine is just the normal 64-bit version.
Title: Re: Image map shader - Projection type problem
Post by: Dune on May 29, 2013, 03:04:36 PM
No, I specifically opened in the public version. At least I think so  :-\
Title: Re: Image map shader - Projection type problem
Post by: Matt on May 29, 2013, 07:14:58 PM
It's caused by the Compute Terrain's gradient patch size (although it at the default) being quite large relative to the size of the image projection size. The texture coordinates are being distored slightly because of this. You can fix the problem by using a Transform Shader with "use world position" checked, and plugging the Image Map Shader into its "Shader" input. You can also try using a smaller patch size in the Compute Terrain.

Matt
Title: Re: Image map shader - Projection type problem
Post by: j meyer on May 30, 2013, 10:57:07 AM
Thanks Matt,I'll give it another try then.