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
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?
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
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.
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!
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.
Funny one. Nice playing.
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.
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.
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
Hannes, here it is...
Not that difficult once you have seen it, isn't it?
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.
Very cool sponge-sheese. I like it :D
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
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.
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?
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.