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General => Terragen Discussion => Topic started by: mhaze on July 31, 2014, 09:19:31 AM

Title: Help!
Post by: mhaze on July 31, 2014, 09:19:31 AM
Can any one tell me what is going on here.  Why doesn't the stretched power fractal follow the terrain?
Title: Re: Help!
Post by: Tangled-Universe on July 31, 2014, 10:25:10 AM
The PF is only masked and is not actually being warped the way the underlying surface for the waterfall is.
That would be my first idea why the PF isn't following the shape.
Title: Re: Help!
Post by: mhaze on July 31, 2014, 10:34:21 AM
Hmmm, that's roughly the conclusion I came to, only you put much more clearly.  Any sugestions
Title: Re: Help!
Post by: Tangled-Universe on July 31, 2014, 10:44:18 AM
Since you vector displace on X I suppose you need to start with a PF stretched on Z.
Then I would create a warp input shader and feed the same vector displacement function you use for the waterfall into it.
As main input of the warp input shader you connect the stretch PF.

As long as you treat things the same way they should keep in place/aligned.
Title: Re: Help!
Post by: mhaze on July 31, 2014, 11:29:47 AM
Ok turns out to be distort by normal in the colour pf
Title: Re: Help!
Post by: Dune on August 01, 2014, 02:18:04 AM
Yep, that's the way to go. Just a row of warp shaders, for every part one, all fed by the same, or perhaps a little extra with an extra different Vdisp setup.

Ah, and better not rotate your simple shape to begin with. Better to rotate the terrain to accomodate to the river, or find a better spot. Or rotate all having to do with the river and fall the same way. And the PF for your foam needs to be stretched by Z, not by X.
Title: Re: Help!
Post by: mhaze on August 01, 2014, 12:02:48 PM
It was stretched by x as a test! Icould not strech the pf in the y direction so I tried x and z to see where the problem lay, as I said turned out to be distort by normal in the warping tab of the PF.
Title: Re: Help!
Post by: Dune on August 02, 2014, 03:19:48 AM
OK. Looking forward to where you take this.
Title: Re: Help!
Post by: mhaze on August 02, 2014, 05:33:25 AM
I was hoping to go somewhere different but I'm only going over old ground! Looked at realflow but I can only see limited uses for someone like me. To use objects in it they have to be either some wierd .sb format or alembic, neither of which I can export! Whilst TG can handle the data and meshes it cannot handle the transparency so we are back to square one.
Title: Re: Help!
Post by: Tangled-Universe on August 02, 2014, 05:39:16 AM
You can use .obj in realflow.
Only thing you need to take into account is that you'd need to translate your point of interest to the origin inside TG, otherwise you won't be able to find it back in your Realflow scene.

The .sd or whatever format realflow uses is an optimized format, but you don't have to use it per se.
Title: Re: Help!
Post by: mhaze on August 02, 2014, 06:49:28 AM
Cheers TU maybe I'll go for a learning addition and play.  I seem to have improved my waterfall so that it renders reasonably fast and the foam follows the flow - I now want to integrate Dunes road trick to get level streams.
Title: Re: Help!
Post by: Dune on August 02, 2014, 12:18:22 PM
That should work, but you need the stream to be near */0/0 or 0/0/*, depending on the angle of the stream (north-south or east-west).
Title: Re: Help!
Post by: mhaze on August 02, 2014, 12:21:18 PM
Hi Dune, your road trick works but getting negative displacement with soft edges for the stream doesn't - I had to fudge it.  I'll post something tomorow.
Title: Re: Help!
Post by: Dune on August 02, 2014, 12:39:04 PM
Mmmm? Curious why not.
Title: Re: Help!
Post by: mhaze on August 02, 2014, 12:42:05 PM
Try it and see - maybe you can solve the problem. I've spent an afternoon taking apart with no real success.
Title: Re: Help!
Post by: Dune on August 03, 2014, 04:01:32 AM
Well, for one, the road won't 'look for the lowest spot'. You'd need a different setup for that. Experimenting with a Grand Canyon setup now....
But if you use the warped masks, you could add a softer 'road' and warp the same way, then displace down. That should work.