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General => Terragen Discussion => Topic started by: Hannes on June 14, 2016, 06:57:52 AM

Title: Intersect underlying as cloud density?
Post by: Hannes on June 14, 2016, 06:57:52 AM
Is it possible to use intersect underlying (favour rises) of an existing shader as density shader for clouds?
Title: Re: Intersect underlying as cloud density?
Post by: Dune on June 14, 2016, 07:13:12 AM
You want foamclouds to sprout from wavetops.... it's easiest to just try it. Perhaps you need a total black surface before adding the mask, so (black) surface layer dangling somewhere, add mask as child, perhaps stretch that in Y and use as cloud mask. You should also use the altitude offset method in the clouds, perhaps.
But I don't know if it would work.
Title: Re: Intersect underlying as cloud density?
Post by: Hannes on June 14, 2016, 07:27:44 AM
Quote from: Dune on June 14, 2016, 07:13:12 AM
You want foamclouds to sprout from wavetops.... it's easiest to just try it...

Right! And of course I did try!
But it didn't work so far. I thought maybe there is some sort of function that reads the b/w output of the intersect underlying "result"?!
However thanks, Ulco!!!
Title: Re: Intersect underlying as cloud density?
Post by: Dune on June 14, 2016, 10:02:28 AM
Perhaps feed it through a compute terrain, small patch, then a displacement to scalar and an additional color adjust... (?) then use as mask... I know, it takes a lot of thinking and T&E  :P
Title: Re: Intersect underlying as cloud density?
Post by: Hannes on June 15, 2016, 08:04:25 AM
Thanks a lot, Ulco!
I'm not at home atm, but I'll try your suggestions as soon as possible!
Title: Re: Intersect underlying as cloud density?
Post by: Tangled-Universe on June 15, 2016, 04:07:06 PM
I'd try a displacement shader to scalar node from the water node to convert the wave 'heightfield' to a greyscale scalar value.
Then using a colour adjust shader you can brighten the tops of the wave.
From there on you try different things:
1) create a cloud layer and mask the cloud fractal with the colour adjusted scalar from displacement.
2) create a cloud layer and use the scalar from displacement to drive the altitude offset function (difficult!)
3) combine 1 and 2

Title: Re: Intersect underlying as cloud density?
Post by: Kadri on June 15, 2016, 05:13:18 PM

Different then using directly Terragen of course, but Blender could be used for outputting it water object files too.
If Max (as you already use it Hannes) can that too i would rather use that files then Terragen only.
Although haven't tried that method. Not sure about the cons and pros.