Planetside Software Forums

General => Terragen Discussion => Topic started by: dhavalmistry on February 23, 2008, 01:26:58 AM

Title: Using object geometry as mask
Post by: dhavalmistry on February 23, 2008, 01:26:58 AM
I was wondering how would one go and use the object's geometry as the blending mask for the populations...

in other words...how do I (is it possible to) use an object's geometry as density shader so that I can populate the area around object and not intersect....
Title: Re: Using object geometry as mask
Post by: peejay on February 23, 2008, 05:12:05 AM
why bother?

surely all you need to do is create a 2d mask of the object's cross section where it intersects the ground? If you're talking about distributing objects in mid air (birds flying around a tree/ bi-planes flying around King Kong - that sort of stuff) then use the cross section mask for the population and manually place one or two of your population objects to fill in any 'gaps'. That way you can place the individual population objects with precsion so that they appear to be reacting to your main object?
Title: Re: Using object geometry as mask
Post by: rcallicotte on February 23, 2008, 11:23:46 AM
Good question, DH.  Have you tried anything with this idea yet?
Title: Re: Using object geometry as mask
Post by: dhavalmistry on February 23, 2008, 11:52:45 AM
not yet but I think I will start with the function node "Get position in geometry"
Title: Re: Using object geometry as mask
Post by: rcallicotte on February 23, 2008, 12:25:46 PM
Yeah.  Have you tried the idea to use a Heightfield to create snow and rain?  This sounds sort of like the general direction you're heading.

Quote from: dhavalmistry on February 23, 2008, 11:52:45 AM
not yet but I think I will start with the function node "Get position in geometry"
Title: Re: Using object geometry as mask
Post by: dhavalmistry on February 23, 2008, 12:35:56 PM
Quote from: calico on February 23, 2008, 12:25:46 PM
Yeah.  Have you tried the idea to use a Heightfield to create snow and rain?  This sounds sort of like the general direction you're heading.

no I havent experimented at all in this area...
Title: Re: Using object geometry as mask
Post by: Mr_Lamppost on February 23, 2008, 06:41:08 PM
I don't think Get Position In Geometry relates to imported objects.
Title: Re: Using object geometry as mask
Post by: Volker Harun on February 23, 2008, 07:25:24 PM
Quote from: Mr_Lamppost on February 23, 2008, 06:41:08 PM
I don't think Get Position In Geometry relates to imported objects.

Right - this means to get the position relative to the X/Z-plane, ignoring Y. Position is the point being 'raytraced'
Title: Re: Using object geometry as mask
Post by: dhavalmistry on February 23, 2008, 08:13:30 PM
Quote from: Volker Harun on February 23, 2008, 07:25:24 PM
Quote from: Mr_Lamppost on February 23, 2008, 06:41:08 PM
I don't think Get Position In Geometry relates to imported objects.

Right - this means to get the position relative to the X/Z-plane, ignoring Y. Position is the point being 'raytraced'


but wouldnt that work for grass distribution which only needs X and Z values...
Title: Re: Using object geometry as mask
Post by: Oshyan on February 23, 2008, 08:40:08 PM
I don't think you can affect distribution of anything (population, texture, etc.) with an object. Maybe some time in the future, but not now (unless there's some fancy function node trickery I'm not aware of).

- Oshyan