Planetside Software Forums

General => Terragen Discussion => Topic started by: WAS on October 23, 2020, 03:32:54 AM

Title: Planetary Texturing
Post by: WAS on October 23, 2020, 03:32:54 AM
Basically my texturing doesn't match the displacement, but the masks are all built with the exact same transform shader settings. The colour is piped through the Colour Input of a surface layer, while the Displacement the Child Input.

Tried using Get Position or Get position in Geometry and they didn't work. Get Position just doesn't work for this setup and produces only one crater at 0,0,0.
Title: Re: Planetary Texturing
Post by: cyphyr on October 23, 2020, 06:38:37 AM
I guess you've tried a "Texture Coordinates from XYZ" node.
Otherwise looking good. The ejecta will be a good addition.
Title: Re: Planetary Texturing
Post by: Dune on October 23, 2020, 06:58:16 AM
How about stretching the vertical component?
Title: Re: Planetary Texturing
Post by: WAS on October 23, 2020, 02:19:34 PM
Figured it out. My conditionals for warping the masks were set to "Equals" not "Doesn't Equal", so they were using manual warping while craters were using the functions built in warper. Truly a marvel I can even do this stuff considering severe dyslexia and dyscalculia.
Title: Re: Planetary Texturing
Post by: cyphyr on October 23, 2020, 03:25:48 PM
Excellent
Title: Re: Planetary Texturing
Post by: WAS on October 23, 2020, 04:22:13 PM
Indeed. Messing with some of the ways I was putting together the mask vector I got render time down a little more, from 14 minutes to 9 minutes. So even with texture masks it's pretty fast. Still about only 4 minutes for displacement alone.