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General => Terragen Discussion => Topic started by: bobbystahr on January 18, 2015, 10:15:13 PM

Title: Any ideas on doing this
Post by: bobbystahr on January 18, 2015, 10:15:13 PM
I have the hovercraft but need a wake, any hints...I have a few ideas but I like to go fishing.

http://s173955726.onlinehome.us/wp-content/uploads/2011/02/hovercraft.jpg
Title: Re: Any ideas on doing this
Post by: TheBadger on January 18, 2015, 10:28:08 PM
Whats the difference between a wake and two waves in two directions? Or are you talking about the spray coming up?

For the wake I remember that yossam did a Navy Armada. I thought he posted some files from it? Maybe not I am not sure. I guess the spray would be even harder though? Not much help I know.
Title: Re: Any ideas on doing this
Post by: yossam on January 18, 2015, 10:30:54 PM
You could use a localized cloud for the spray.............just sayin'.  ;D
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 18, 2015, 10:43:59 PM
Quote from: yossam on January 18, 2015, 10:30:54 PM
You could use a localized cloud for the spray.............just sayin'.  ;D

that is my first choice with a SS shader mask for the edge fall off, an elongated elipse

Title: Re: Any ideas on doing this
Post by: choronr on January 18, 2015, 11:23:07 PM
mhaze did a scene with crashing waves against rock with beautiful splash using SSS and localized clouds. I believe he shared the file.
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 01:25:25 AM
O K, road block. I've been testing with both(not at the same time)a Painted shader and a Simple Shape shader.
They both give me this[attachimg=1]

and this is the network
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 01:32:09 AM
sigh
Title: Re: Any ideas on doing this
Post by: Dune on January 19, 2015, 02:42:21 AM
What you can also do is make a vertical croprender of the craft, so you have its outline, then use that in Photoshop or whatever to draw a wake and spray area, with a harder edge at front, softer at end, etc. Use that for masking cloud and wake.
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 09:35:57 AM
Quote from: Dune on January 19, 2015, 02:42:21 AM
What you can also do is make a vertical croprender of the craft, so you have its outline, then use that in Photoshop or whatever to draw a wake and spray area, with a harder edge at front, softer at end, etc. Use that for masking cloud and wake.

Will that work ? A SS shader and a Painted shader, which in turn have worked for any masking job i tried in the past, simply won't mask the freakin cloud and it's driving me mad.The mask itself isn't the problem as I'm a dab hand at creating those. Do you think it would make a difference as a image map mask? as I haven't tried that one method.
I'll post the .tgd if anyone thinks they can help.
Title: Re: Any ideas on doing this
Post by: Dune on January 19, 2015, 12:02:26 PM
I don't understand why an SSS and painted shader won't mask a cloud; they should! You can use the mask input of the fractal or the final density. Painted shader should be set to Y I presume, I guess it'll act as a column then, masking everything from - to + infinity  ;)
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 03:18:38 PM
Quote from: Dune on January 19, 2015, 12:02:26 PM
I don't understand why an SSS and painted shader won't mask a cloud; they should! You can use the mask input of the fractal or the final density. Painted shader should be set to Y I presume, I guess it'll act as a column then, masking everything from - to + infinity  ;)

That's been my experience throughout the past usages but I'm pulling my hair out. I put it on the shelf last night and am playing with glass in lamps but if you want I'll pack it up sans objects and tex maps and post it. I'd appreciate your input.
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 03:42:48 PM
What the heck, here's the naked .tgd....good luck.
The paint shader when used as a mask in a Surface layer into the lake makes an acceptable wake so the shader ain't the problem. Must be some dumb thing I don't know I'm doing.
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 07:33:48 PM
3 words...Final Density Modulator....thanks for that hint Ulco, I would have never thought of that. I can only see a bit of the wake ends but it looks good so far.the story so far:
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 19, 2015, 08:36:30 PM
But I'd still like to know why the other 2 methods failed me....
Title: Re: Any ideas on doing this
Post by: Dune on January 20, 2015, 02:05:37 AM
To be honest; it puzzles me as well. Why doesn't the painted shader mask a cloud? It does a tiny bit, but maybe the area that's not painted isn't completely black. Though a color adjust doesn't help either. Strange.
By the way, you won't need the distri shader.
Title: Re: Any ideas on doing this
Post by: Kadri on January 20, 2015, 06:02:22 AM
Quote from: Dune on January 20, 2015, 02:05:37 AM
To be honest; it puzzles me as well. Why doesn't the painted shader mask a cloud? ...

If i remember right you used that method in your images Ulco?
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 20, 2015, 06:52:31 AM
Quote from: Dune on January 20, 2015, 02:05:37 AM
To be honest; it puzzles me as well. Why doesn't the painted shader mask a cloud? It does a tiny bit, but maybe the area that's not painted isn't completely black. Though a color adjust doesn't help either. Strange.
By the way, you won't need the distri shader.

Yeah I found that out by removing it...got it to work but it looks all fakey. I think that except at greater speed than my craft would be making, all that foam is unnecessary. I think I'm going to just fo with a wake.
Title: Re: Any ideas on doing this
Post by: Dune on January 20, 2015, 08:31:24 AM
I rarely use the painted shader, prefer PS painted masks.
Title: Re: Any ideas on doing this
Post by: Kadri on January 20, 2015, 11:15:00 AM
Quote from: Dune on January 20, 2015, 08:31:24 AM
I rarely use the painted shader, prefer PS painted masks.

Me too. Much more control and easy.
Title: Re: Any ideas on doing this
Post by: j meyer on January 20, 2015, 11:47:14 AM
I don't use the painted shader often,too,but if I remember correct you can paint
in the b/w preview of the cloud fractal directly.
Worth a try maybe.
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 20, 2015, 11:50:13 AM
Quote from: Dune on January 20, 2015, 08:31:24 AM
I rarely use the painted shader, prefer PS painted masks.

Lately I as well use it less and, if you recall this started with  A SS shader as well not working.
Title: Re: Any ideas on doing this
Post by: Dune on January 20, 2015, 12:33:25 PM
SS shader not working for masking cloud, is that so? We have to check, as it should!
Title: Re: Any ideas on doing this
Post by: j meyer on January 20, 2015, 12:56:50 PM
SSShader works! Either connected to the PF direct or connected to the child layer input
of the distribution shader.
Btw you had connected the painted shader to the break up input instead of
the child layer input,so errrh ...... ;)
Title: Re: Any ideas on doing this
Post by: bobbystahr on January 20, 2015, 01:04:41 PM
yeah re: SS shader...dunnow where my head was yesterday, got the SS shader working as expected today. Heh heh, hadn't noticed that Jochen, I never hook up in the nodes(that sounds dirty) and was certain I'd hooked it by the mask input so I dunno how that happened. Just making abstract graphics this A M with the Merge shader to fix in my mind what all the features do.