Planetside Software Forums

General => Image Sharing => Topic started by: Tangled-Universe on October 23, 2014, 05:09:19 AM

Title: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 05:09:19 AM
Yesterday I was chatting with Jon (user: Hetzen) and often when he's trying to explain me blue node/math concepts I have no clue what he is saying ;D
In Dutch we have a saying for this which literally translates to: I can't make cheese of it.

However, this time he demonstrated me how to make a cube shaped cloud and miraculously I did understand it and "could make cheese of it"....which I did ;)

Cheers Jon,
Martin
Title: Re: Jon Cheese
Post by: Hannes on October 23, 2014, 06:08:23 AM
Wow, that's crazy! Although to me it looks more like a sponge than cheese.
So how can you create a cube shaped cloud and how did you get the holes inside? Can you create clouds of any shape?
Title: Re: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 06:16:22 AM
Hi Hannes,

Yeah a sponge...I can see that too :)

The cube is simple to understand, but I would never be able to make it up myself from scratch.
Like being able to understand a different language, but unable to speak it.

I'll ask if he's fine with sharing it here...

Cheers,
Martin
Title: Re: Jon Cheese
Post by: Hannes on October 23, 2014, 06:26:03 AM
Thanks a lot, Martin.
Although I'm afraid I know how that is going to end. Jon is sharing his secrets and I won't understand anything.
Title: Re: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 07:18:54 AM
Ghehe well I think it's not that much of a big secret on how to make a cloud cube...it isn't that useful other than teaching purposes :)

And...if I can understand then you definitely can Hannes. Trust me!
Title: Re: Jon Cheese
Post by: Dune on October 23, 2014, 07:22:47 AM
Very nice, Martin. I'd say, mask a cloud by some height and SSS restrictions, then a huge concentration and deduct a perlin 3D from it.
Title: Re: Jon Cheese
Post by: TheBadger on October 23, 2014, 07:36:29 AM
Funny one. Nice playing.

Title: Re: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 07:39:55 AM
Thanks Ulco, kudos to Jon though ;)

Quote from: Dune on October 23, 2014, 07:22:47 AM
Very nice, Martin. I'd say, mask a cloud by some height and SSS restrictions, then a huge concentration and deduct a perlin 3D from it.

No no no no...no SSS...that's no math/blue nodes ;)

But of course you're right, it would probably be much simpler to do it that way.
Indeed, I used a high density and high edge sharpness cloud and subtracted a dotted noise from it. Not Perlin3D actually, but a tweaked Voronoi 3D A vector.
Title: Re: Jon Cheese
Post by: Hetzen on October 23, 2014, 08:10:56 AM
Jon Cheese!!!! Thanks. >:(

Sure post the tgc, it was my effort in trying to explain what is happening in the math when a ray is cast at render time.

Nice adaptation btw.
Title: Re: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 08:26:34 AM
Quote from: Hetzen on October 23, 2014, 08:10:56 AM
Jon Cheese!!!! Thanks. >:(

Sure post the tgc, it was my effort in trying to explain what is happening in the math when a ray is cast at render time.

Nice adaptation btw.

I didn't know you didn't like John Cleese :D
I know, very bad pun :P
Title: Re: Jon Cheese
Post by: Tangled-Universe on October 23, 2014, 10:22:10 AM
Hannes, here it is...

Not that difficult once you have seen it, isn't it?
Title: Re: Jon Cheese
Post by: j meyer on October 23, 2014, 11:31:39 AM
Where have you been back then?  ;)
http://www.planetside.co.uk/forums/index.php/topic,3227.msg35144.html#msg35144

Just one of some old threads on that.
Title: Re: Jon Cheese
Post by: archonforest on October 23, 2014, 01:10:39 PM
Very cool sponge-sheese. I like it :D
Title: Re: Jon Cheese
Post by: Hannes on October 24, 2014, 03:58:31 AM
Right, not that difficult once I've seen it....

But what are all those blue rectangles for? ???

Thanks a lot, but I'm afraid I was right. I have no idea how this works. Never underestimate my dumbness ;D ;D ;D
Title: Re: Jon Cheese
Post by: mogn on October 24, 2014, 04:43:59 AM
I never liked conditionals.

Create High and Low pass filters by using hard step scalars. connecting the axis to one of the input tabs,
and a constant to the other.
Title: Re: Jon Cheese
Post by: Tangled-Universe on October 24, 2014, 05:06:36 AM
Quote from: mogn on October 24, 2014, 04:43:59 AM
I never liked conditionals.

Create High and Low pass filters by using hard step scalars. connecting the axis to one of the input tabs,
and a constant to the other.

I don't know why, but I know you don't like conditionals.
Unsurprisingly, I have no idea how to do this in your way.

What is the advantage of step scalars over conditionals?
Title: Re: Jon Cheese
Post by: Hetzen on October 24, 2014, 04:05:57 PM
I tend not to like using hard steps or conditionals at all Mogn, and it was you teaching me that. I do use them when wanting to break off out of scope calculation. It just gets more complicated to explain what a Get function is doing with pure math.

But the main point was to demonstrate how you can use render calls (Get statements) to help you define a shape you're after. In this case a square, that Martin made into a rectangular cheese.

Fucking awesome.