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General => Image Sharing => Topic started by: mhaze on September 22, 2015, 12:02:16 PM

Title: Rockin for squares!
Post by: mhaze on September 22, 2015, 12:02:16 PM
Just a quickie. Yet another attempt on square noise!  can't rotate,scale or translate it and I'm struggling to mask it the way I want! I'll get there...  Thanks to mogn and TU for ideas.
Title: Re: Rockin for squares!
Post by: kaedorg on September 22, 2015, 01:32:45 PM
Very nice work. Hope to see more on this idea

David
Title: Re: Rockin for squares!
Post by: mhaze on September 22, 2015, 03:13:55 PM
Thankyou -  I shall be resuming work on it tomorrow after I've slept on it ;)
Title: Re: Rockin for squares!
Post by: archonforest on September 22, 2015, 05:21:54 PM
Great start here. I like it already  :)
Title: Re: Rockin for squares!
Post by: HecubaAssassin on September 22, 2015, 07:49:14 PM
Very nice, great looking rocks!  I would love to know how you did this.  I have been working with strata layers... and would suspect two strata layers one vertical one horizontal, then fractally erosive goodness.  But from the look of it I would bet you did it a different way.
Title: Re: Rockin for squares!
Post by: Kadri on September 22, 2015, 10:09:57 PM

I like it.Even if you don't have what you want.
Title: Re: Rockin for squares!
Post by: Dune on September 23, 2015, 02:23:35 AM
Why can't you rotate or scale it? If you're using mogn's square noise setup, you can. And you can mask it by whatever you want, and add another size to break up the repetitiveness. At best you mask/rotate it so that you can avoid the slanted shaped areas between the horizontal/vertical terrain angles.
Try add some strata to this!
Title: Re: Rockin for squares!
Post by: mhaze on September 23, 2015, 03:35:00 AM
Thanks all.

Hi Dune, I have a feeling it was something to do with compute terrain positioning - I'm going to have another go today - I always have trouble masking vertical areas! but I dreamt a solution last night and will have to see if it works today.  I'm using several complex variations of mogn's bevelled square noise and the the way they are connected makes it difficult to work with them! but I shall persevere!  there are two sizes with a mod that deepens the cracks but getting the variation to show with masks is proving problematic.  However this renders quickly and has huge potential.
Title: Re: Rockin for squares!
Post by: Dune on September 23, 2015, 04:18:25 AM
You seem to be on the right way then. Try using a compute normal and/or XYZ shader before the squares  ;)
Title: Re: Rockin for squares!
Post by: mhaze on September 23, 2015, 07:14:27 AM
Cannot transform the noise.  File attached if anyone can rotate this I'd like to know how!
Title: Re: Rockin for squares!
Post by: AP on September 23, 2015, 07:45:53 AM
I used a Visualise tex coords node in between your last blue node and the Transform input node and it did rotate. However, there are some other weird results. It is hard to explain so try that and see what is going on there.
Title: Re: Rockin for squares!
Post by: mhaze on September 23, 2015, 07:50:42 AM
Cheers Chris, seems to work but also seems to scale it and alter the colours to the point where I can use it for displacement! I'm sure there a blue node solution But....
Title: Re: Rockin for squares!
Post by: mhaze on September 23, 2015, 07:54:06 AM
Get position in textures does it!!! hooray :D
Title: Re: Rockin for squares!
Post by: AP on September 23, 2015, 08:24:34 AM
Very good. I thought i used the Get position in texture node also but i was not too certain if it was working or not.
Title: Re: Rockin for squares!
Post by: Dune on September 23, 2015, 11:07:46 AM
Ah, yes, that was one of the first things I changed in the mogn's file.

EDIT: that's not the right blue node setup, if you ask me. Here's a better one. Have a nice play!