Planetside Software Forums

General => Image Sharing => Topic started by: bobbystahr on November 30, 2014, 01:22:31 AM

Title: First Blue Node Success
Post by: bobbystahr on November 30, 2014, 01:22:31 AM
Hi all. This image all started with a test of me using a Blue Node from what I read in a recent forum. The image starte with 2 SS shaders ans a Subtract Scalar with a smaller Circle subtracted from a Square. All done in the Shaders Tab and the Displacement supplied by a Bump Map of the grate map. The SS shaders are also used as masks in the Distribution shaders for the various textures and populations. The clif is an image map rotated through a Transform shader 33 degrees around the X.
Title: Re: First Blue Node Success
Post by: Dune on November 30, 2014, 03:27:50 AM
Welcome to the blues, Bobby!
Title: Re: First Blue Node Success
Post by: j meyer on November 30, 2014, 10:08:50 AM
Blue notes and blue nodes now you got them both. 8)
Title: Re: First Blue Node Success
Post by: bobbystahr on November 30, 2014, 11:26:29 AM
Quote from: j meyer on November 30, 2014, 10:08:50 AM
Blue notes and blue nodes now you got them both. 8)

LOL.....and I was the sound man as well as a performer at The Blue Note Café here in Winnipeg.

Maybe we should have a Forum here called The Blue Node Café, hee hee hee.
Title: Re: First Blue Node Success
Post by: otakar on December 02, 2014, 02:01:35 PM
The holes are procedural? Rotated the SSS by x degrees multiple times? Just trying to understand.
Title: Re: First Blue Node Success
Post by: bobbystahr on December 02, 2014, 02:58:19 PM
Quote from: otakar on December 02, 2014, 02:01:35 PM
The holes are procedural? Rotated the SSS by x degrees multiple times? Just trying to understand.

1.The cliff is an image map rotated through a Transform shader 33 degrees around the X so that the Y of the image map points in the direction of the normals. Like looking down on it rather than stretched as it would be with an unTransformed Image map shader in a Planar projection.

2.The image started with 2 SS shaders and a Subtract Scalar with a smaller Circle subtracted from a Square.
This is all done in the Shaders Tab and the Displacement is supplied by a Bump Map of the grate map.

3.The SS shaders are also used as masks in the Distribution shaders of the various textures and populations.

If you like I can pack this up and post it for you to look at. You need my image maps.
Title: Re: First Blue Node Success
Post by: otakar on December 02, 2014, 03:31:54 PM
Ah, grate map - missed that! I thought you did that procedurally. Now that'd be cool! Thanks for the clarification. Still a nice render, if a bit overexposed.
Title: Re: First Blue Node Success
Post by: bobbystahr on December 02, 2014, 06:21:42 PM
Quote from: otakar on December 02, 2014, 03:31:54 PM
Ah, grate map - missed that! I thought you did that procedurally. Now that'd be cool! Thanks for the clarification. Still a nice render, if a bit overexposed.

Wouldn't it just, afraid that's beyond my simple arithmatic understanding.