Hello guys, So first of all I am a newbie. It's a difficult program for me because im not a 3D user this is the first node based program that I'm using but I'm loving it.
So the huge rocks are crater shaders with a negative depth. What I want is some help on changing colours or adding different shades of colours only on the the crater below marked in red.
I have tried many shaders, I dont know what do I need to connect and remove,etc all seems in vain it remains the same no matter what I do. And you can have a look at the node network as well. By the way I followed someone's tutorial showing how to make huge towering rocks.
Thanks. (BTW in the node jpg I noticed that one power fractal is not connected please ignore)
Put the inverted crater into a surface, the surface has a painted shader for mask. In the surface dialog the altitude restriction is checked, adjust to taste. Get the coordinate from rt mouse on the view. Activate the painted shader with button above the view, paint on the view. General setup attached as tgc. You can copy/past into the node window. Good luck, Bill
Thanks a lot bill.
Now I need to make it the same shape. It seems that the input in the crater shader doesnt make any effects. I'm doing something wrong.
Any texturing *above* the Base Colours node will not show because it gets covered by Base Colours, so that's at least part of the problem. You don't want to do texturing in the Terrain group, basically.
Other than that the suggestion is good though, use a Surface Layer and just mask it by a Painted Shader as you seem to have done, or by a Simple Shape Shader placed over the crater/tower you want to color.
- Oshyan
I posted too quickly - the color into the child layer of the surface node, masked by paint shader, without the altitude restriction would have been sufficient; as usual there are multiple ways.
I'm sorry but I'm not following because i'm still a beginner. I tried but to no avail. Can you tell me where do I need to put all of those please?
You do not need to directly link the crater shader and its texturing, in fact there is no specific way to do that. The "rim shader" is for procedural displacement, not for color. As I described before, you should do your major displacement, like craters, above the Compute Terrain in the Terrain group, then do texturing below the Base Colours node. Below there you can add a Surface Layer node and mask it by a Simple Shape Shader with a position, size, and shape similar to your crater, or mask it by a Painted Shader where you paint over the shape of the crater.
- Oshyan