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General => Terragen Discussion => Topic started by: Njen on August 27, 2024, 02:05:02 AM

Title: How can I use the result of a distribution shader from an Easy cloud?
Post by: Njen on August 27, 2024, 02:05:02 AM
Is there anyway to use the result of a distribution shader that has been attached to an easy cloud as a mask? Plugging the output into the density input of another cloud doesn't seem to work, and I tried various convert functions but with also no desired result.

Any ideas?
Title: Re: How can I use the result of a distribution shader from an Easy cloud?
Post by: Kevin Kipper on August 27, 2024, 01:04:34 PM
If you're trying to use the clouds as a mask, take a look at the similar thread below where Matt has offered a solution using a render of the cloud layer and projecting the rendered image back into the project as a mask.

https://planetside.co.uk/forums/index.php/topic,28627.msg283259.html#msg283259
Title: Re: How can I use the result of a distribution shader from an Easy cloud?
Post by: Njen on August 27, 2024, 06:09:58 PM
Thanks for the link.

Unfortunately I am rendering an animation and the clouds drift and evolve over time, so using a single rendered image projected from a camera will not be sufficient, and rendering an image sequence for over 4000 frames while possible, is almost infeasible, especially if I need to make adjustments and need to constantly rerender the sequence before the actual beauty render.
Title: Re: How can I use the result of a distribution shader from an Easy cloud?
Post by: Matt on August 27, 2024, 07:38:25 PM
I don't have any other ideas for a solution yet, but can you tell us what you'll use it for? That might spark some ideas.
Title: Re: How can I use the result of a distribution shader from an Easy cloud?
Post by: Njen on September 28, 2024, 02:38:26 AM
I wanted to do rain (from a distance).
Title: Re: How can I use the result of a distribution shader from an Easy cloud?
Post by: Dune on September 28, 2024, 10:55:31 AM
You could try using the same cloud layer (same seed, etc), but stretched and lowered... and perhaps reduced and masked by a smaller stretched fractal mask so you only have rain beneath the thickest clouds. With a transform shader you can tilt the rain a bit, and with a warp shader, vector displacement and a distribution shader you can add some sort of wind effect. That's the way I did it.