It looks like a brown thing. How do i add a Rock PBR?
I have tried adding, subtracting, mixing, merging and i still cant add a Rock PBR without
changing the PetroGlyphs.
Hi Doug,
If you want to apply PBR texture maps to your rock object take a look at this thread:
https://planetside.co.uk/forums/index.php/topic,30229.msg295653.html#msg295653
Kevin, i can do that, add a Default Shader and load the PBR into it and make a rock
My Petroglyphs are also a Default Shader
whenever i add anything into that default shader or add another shader with a PBR in it
my petroglyphs change, as in not there, not deep anymore
Hi Doug,
From the main menu can you choose File > Export Gathered Project, and upload it so I can take a look at your setup?
Thanks!
ok
try this
Just add some PF shaders to the color input of the default shader. You can use black and white mixes, but also a mix of colors. In the latter case keep the rock base color grey/white.
For some subtle displacement/bump use a PF and feed it through a transform shader set to world position into the main input of the default shader. Use the displacement setting, color won't do anything.
You can do the same with reflectivity; add some PF to any of those function inputs and you get diversity. But take all through a transform shader set to final world position.
I made you a small example of how you can do this with an internal cube as rock.
hi, wanted to take a look but I get error messages. The rock obj and the maps are missing in the gathered project.
CHeers, Klaus
how do upload a .obj file?
Quote from: Dune on November 08, 2022, 02:51:36 AMJust add some PF shaders to the color input of the default shader. You can use black and white mixes, but also a mix of colors. In the latter case keep the rock base color grey/white.
For some subtle displacement/bump use a PF and feed it through a transform shader set to world position into the main input of the default shader. Use the displacement setting, color won't do anything.
You can do the same with reflectivity; add some PF to any of those function inputs and you get diversity. But take all through a transform shader set to final world position.
I made you a small example of how you can do this with an internal cube as rock.
thats cool
but i want the petroglyphs to look hammered in and red colored, not just a negative displacement
You can use the same image map to add the red to the petroglyphs with an extra surface layer after the default shader, masked by the same image map, and you can also use a small scale PF to breakup the image map, so it's more diverse. Just experiment a bit.
Hi Doug,
For now, just put the rock OBJ file and its material file, MTL, in a ZIP file and upload the ZIP file. If necessary, email it to support@planetside.co.uk.
Next time, when you gather the project to a specified location, you should see a Terragen Project file, TGD, and a ProjectAssets folder containing the rock object and the image map. (I think you still need to manually copy the MTL file to the ProjectAssets folder). Then ZIP the entire contents and upload that.
ok thanks
here it is
Hi Doug,
It appears that while the RockNewer.obj has a uv mapped defined, its geometry is not assigned to the map. In other words, the uv map is empty. This may account for the unexpected results when trying to combine it with other shaders in Terragen, and also why you're having to insert the Transform Input shader node after the Parts shader in order to align the petroglyph image with the position of the object in the scene.
You might want to also consider having a version of the petroglyph image as a higher contrast greyscale image so it can be used as a mask for other shaders.
thanks for trying
the rock is just a shape with a flat grey uv from Bryce7
i use a default shader to add a PBR to it in Terragen
and a default shader to add the petrogyphs
and im trying to combine those two
Hi Doug,
Here's an example image to illustrate what I was referring to in the previous post.
30231_PetroGlyphs_UVs_PF3Shader.JPG
The top section of the image is the rock object loaded in Lightwave. When first imported, the uv map is defined but there was no geometry assinged to it. This can be seen in the top quadrant where I've indicated "Before: no geometry assigned to uv map". For uv purposes, I split the rock down the center and laid it out as in the lower quadrant where I've indicated "After: geometry assigned to uv map". Then I resaved the object as an OBJ file.
I "photoshop'd" the petroglyph texture map so that it aligned with the uv layout, see the preview window in the Terragen portion of the example image. I assigned this texture map to the Colour image parameter and the Displacement image parameter of the Default shader, just as you had done.
Next I assigned Power fractal shaders to the "Colour function" parameter and "Displacement function" parameters.
When that was complete, I saved the rock object as a TGO, or Terragen object. I loaded the TGO as a popluation and scattered it around the ground so you can see how the rock instances still maintain their look.
Hopefully, this example shows that you can combine shaders togther to get the look you want, and the importance of having good uv coordinates on objects to start with.
Thanks Kevin. That explains a lot so far.
My rock has the UV Rock Texture in material shader, yours has the petroglyphs
where is your rock texture located?
I used a Power Fractal shader to create the rock texture. Its high and low colour parameters are set to a couple shades of brown. In my example image, it's assigned to the Colour function parameter of the Default shader, and the node has been named Power fractal COLOUR.
When Terragen renders a sampled point of the rock surface, it multiplies the values of the Default shader's Base Colour, the Colour Image, and the Colour function to get the final colour value. For example, if the Base colour was red (1,0,0 in decimal form) and the Colour image was completely green (0,1,0 in decimal form) and the Colour funtion was blue (0,0,1 in decimal form) the final colour value would be black (0,0,0 in decimal form) because as each colour channel (RGB) is multiplied by 0 the results become 0 or black.
Perhaps that's the long way of saying that all three colour parameters play a roll in the final colour of the rock.
In your latest example image the Base Colour is white (1,1,1 in decimal form), the Colour image is assigned a PNG, and the Colour function parameter is empty (so it will be ignored and not contribute). When these values are multiplied together you'll end up with the values of the PNG file. If you were to reduce the value of the Base colour, say to 0.5, then the final colour of the rock would be darker. If you changed the value of the Base colour to redish-grey, such as 1, 0.5, 0.5 in decimal form, you would get a darker and redder looking rock.
All together, these three parameters provide you with a lot of flexibility when it comes to surfacing or modifying textures.
Thanks for all the help, especially Kevin.
I edited my Rock in Hexagon and saved it out as a new name, RockNew with no geometry.
Then i made new copies and mixed and matched until nothing worked.
Got that straight.
Then i blurred a rough picture of the petroglyphs
that smoothed out the straight cuts into the rock
now i am looking to get a hi-res rock PBR
and work on the surroundings
can i stop the repetitive tiling on the right cube?
Hi Doug,
If you're using an Image map shader for the right cube, unchecking the "Repeat x" and "Repeat y" checkboxes under the Flip,Repeat tab should do the trick.
30321_ImageMapShaderFlipRepeatTab.JPG
needs work
some of the rocks in the shade look as if they are floating
need something dead in it, so i am trying to add bones