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General => Terragen Discussion => Topic started by: TheBadger on March 29, 2015, 01:48:26 AM

Title: Painted shader issue
Post by: TheBadger on March 29, 2015, 01:48:26 AM
Hey,

Trying to paint a mask in TG with the painted shader. I have used this shader before with little to no problem with getting it to work, but am not get results this time for some reason.

When I paint, no mark is shown. I am probably forgetting something but can't think of what it is... reread the docs too, no idea?!

I created a painted shader by opening a new preview window, setting up my view, pausing the preview, and then created a new shader from the dropdown at the top of the window. Everything works right from what I can see, but there is no mark made when I paint.

What am I forgetting to do here?!

Thanks.
Title: Re: Painted shader issue
Post by: Dune on March 29, 2015, 02:03:18 AM
First mark is not registered, second, etc. is. So try some more strokes maybe?
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 02:06:57 AM
I SWEAR!! I clicked and clicked, and nothing. But now it works perfect!!  >:( >:( >:( Stop messing wit me! Get out of my computer! Pick on someone else!
:'(
Title: Re: Painted shader issue
Post by: Dune on March 29, 2015, 02:09:31 AM
so what else did you do then?
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 02:12:42 AM
Quoteso what else did you do then?
Just read your post and tried again.  ;D
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 02:16:39 AM
Perhaps this... I had the TG file open for a few days in my dock, but did not touch it. Maybe it just needed to wake up or something? My desktop is from 2009. Maybe I need a tune up or something?

Anyway, thank you. My joy is back.
Title: Re: Painted shader issue
Post by: Dune on March 29, 2015, 02:17:42 AM
Joy is the most important. I am getting more curious every day what you're up to, Michael.
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 02:28:07 AM
Quote from: Dune on March 29, 2015, 02:17:42 AM
Joy is the most important. I am getting more curious every day what you're up to, Michael.

Same as always... Trying beyond my learning, with a system behind the times, on ideas bigger than me. You'll probably be as disappointed as I am.

Off topic now. I looked at one of your historical renders in the Oculus (just as a 50 foot image, not some kinda 360) Pretty cool that way. Looking forward to when this VR and personal "IMAX" stuff is not such a Headache. Will be nice to see all of the renders here that way one day... And that has something to do with what I am working on. And like I said.. Beyond my learning and bigger than me :D
Title: Re: Painted shader issue
Post by: Dune on March 29, 2015, 02:35:00 AM
My guess is that you are recreating ancient Greece for use in Oculus  ???
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 03:16:26 AM
Quote from: Dune on March 29, 2015, 02:35:00 AM
My guess is that you are recreating ancient Greece for use in Oculus  ???

No. I am still working on that though (greek scene. bit by bit) But not for the last 2 months. And it wont work for VR, cause my models are built for TG only.
But yeah I am working on TG for rift. I am using that scene I did for iceland. First a simple 360 render. Than I will render an animation. And then I will use a game engine for the area where the viewer is and the rest (whatever distance wont be affected by moving your head) that part will be TG animation. So in the end, a game engine plane (maybe, I dont know, 40*40 meters, or something (but you will only be able to move in 3D space a few feet)) blended into a TG animated sphere, thingy, whatever... About as simple as it gets and yet still pretty complex for me.

Right now I am just trying to get the TG scene and render right. I am tweaking every little detail/setting as best I can. No idea if I will be able to make anything work or not.

Just hope its worth the effort. Don't want to be disappointed or for anyone who hopes to see it to be too disappointed either.
Title: Re: Painted shader issue
Post by: Dune on March 29, 2015, 09:03:59 AM
Sounds good, but indeed a bit complicated. But I don't know anything about Oculus requirements and game engines. Good luck.
Title: Re: Painted shader issue
Post by: bobbystahr on March 29, 2015, 10:37:20 AM
Wow, ambitious Michael....you're madder than I to try that Occulus stuff,or maybe more well heeled to be able to afford it. Lotsa stuff I'd do had I the income to afford the accessories.
Title: Re: Painted shader issue
Post by: TheBadger on March 29, 2015, 08:06:31 PM
Quote from: bobbystahr on March 29, 2015, 10:37:20 AM
Wow, ambitious Michael....you're madder than I to try that Occulus stuff,or maybe more well heeled to be able to afford it. Lotsa stuff I'd do had I the income to afford the accessories.

It turns out to be pretty simple really. The hard part is not vomiting.
Title: Re: Painted shader issue
Post by: bobbystahr on March 29, 2015, 08:24:45 PM
Quote from: TheBadger on March 29, 2015, 08:06:31 PM
Quote from: bobbystahr on March 29, 2015, 10:37:20 AM

It turns out to be pretty simple really. The hard part is not vomiting.

LOL ::)
Title: Re: Painted shader issue
Post by: bigben on March 30, 2015, 07:41:59 PM
If you're not looking at moving very far why not try a skybox camera setup BUT export FBX and RGB texture? Then panorama behind that for the distant stuff/sky. Or an overhead ortho view of a terrain. I did a couple of experiements for some guys at uni, Grand Canyon (low res) into Unity was a breeze.
Title: Re: Painted shader issue
Post by: TheBadger on March 30, 2015, 09:23:19 PM
Quote from: bigben on March 30, 2015, 07:41:59 PM
If you're not looking at moving very far why not try a skybox camera setup BUT export FBX and RGB texture? Then panorama behind that for the distant stuff/sky. Or an overhead ortho view of a terrain. I did a couple of experiements for some guys at uni, Grand Canyon (low res) into Unity was a breeze.

Elaborate Please. I am not exactly sure I know what you mean... So instead of two layers (the game engine plane, and the TG everything else) You are saying 3 layers?

Quoteexport FBX and RGB texture?
To do what, and do this why?!

I think I may know what you may be suggesting... In old 8bit video games, there were often 3 layers of depth. The foreground which moved completely with the player. THe mid ground which moved slightly, and the back ground which did not move at all. like this: http://www.theriftarcade.com/bubble-inferno-is-an-endless-addictive-game-for-the-oculus-rift/ ?

I am also playing with ideas from the old 3DO system. Where video was mixed over a game environment. http://www.mobygames.com/images/shots/l/502725-sewer-shark-3do-screenshot-shoot-sewer-vermin-in-the-meantime.jpg
http://en.wikipedia.org/wiki/Digital_Pictures
Title: Re: Painted shader issue
Post by: bigben on March 30, 2015, 10:50:45 PM
Not quite that complex. The FBX becomes the game engine ground (with a few controls added so you follow the surface when walking and don't walk through things) You don't just  look at the your TG render, you explore it :) 

Try setting up a TG render with an ortho camera looking straight down (nothing too extreme with displacement). Low quality render to export FBX (keeping polygon count down to a reasonable size), higher quality render for the texture. Bingo, one VR terrain.


The skybox approach is just an extension of that ... up close and personal.
Title: Re: Painted shader issue
Post by: TheBadger on March 31, 2015, 12:10:53 AM
Ahh, thank you.  8)
Title: Re: Painted shader issue
Post by: bigben on March 31, 2015, 03:24:24 AM
Yes  8)