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General => Terragen Discussion => Topic started by: pagan on October 01, 2008, 02:54:39 PM

Title: holes
Post by: pagan on October 01, 2008, 02:54:39 PM
Hi probably a very naive question
How do I place a small hole excatly in the position I want on the terrain? The hole has to be an elipse shape 1.5m by 50 cm
Thanks
Title: Re: holes
Post by: rcallicotte on October 01, 2008, 03:04:27 PM
You can make a hole with masking, but getting the depth what you'd like might not be possible.  I can't think of any way of the top of my head, but I'm programming something that's giving me a headache right now.   ;D
Title: Re: holes
Post by: pagan on October 01, 2008, 03:14:05 PM
you mean to use an image map shader with a mask that has  negative displacement?
Title: Re: holes
Post by: rcallicotte on October 01, 2008, 03:29:54 PM
I think you could even use a PFS, but I don't know about the negative displacement.  I haven't experimented enough, but using black for negative and white for positive, you can create holes just like we do on Fake Stones.  But, to get it exact, an image map mask would probably work better.

You know someone who I consider a near expert, if not an expert, on this sort of thing is Ben.  BigBen, do you have an answer for this?
Title: Re: holes
Post by: pagan on October 01, 2008, 04:03:30 PM
I am getting some result with multiple image maps....

but I also don't like the image map used in for the  ground,
Should I use an higher resolution map or is it possible to use a TG procedural shader inside the image map shader used for that part of the ground?


thease are  some ancient Phoenician graves by the way...


p.s what is PFS?
Title: Re: holes
Post by: rcallicotte on October 01, 2008, 04:20:22 PM
PFS - Power Fractal Shader

I think it's possible to use a shader inside of your image map.
Title: Re: holes
Post by: mogn on October 02, 2008, 12:13:03 AM
A pure functional hole can be build:
Connect the output from the displacement shader to 1. input in your nodenetwork.
Title: Re: holes
Post by: inkydigit on October 02, 2008, 03:44:09 AM
dont know if it's possible to use crater shaders?
Title: Re: holes
Post by: pagan on October 02, 2008, 03:56:07 AM
mmh...your network looks a bit complex but I will give it a try
many thanks

Quote from: calico on October 01, 2008, 04:20:22 PM
PFS - Power Fractal Shader

I think it's possible to use a shader inside of your image map.

how? Where can I connect the shader, the image map node can not have children
Title: Re: holes
Post by: Alfamike on October 02, 2008, 04:40:14 AM
Quote from: pagan on October 02, 2008, 03:56:07 AM
mmh...your network looks a bit complex but I will give it a try
many thanks

Quote from: calico on October 01, 2008, 04:20:22 PM
PFS - Power Fractal Shader

I think it's possible to use a shader inside of your image map.

how? Where can I connect the shader, the image map node can not have children


Hi, try it like this.

AM.
Title: Re: holes
Post by: pagan on October 02, 2008, 06:19:10 AM
Hi sorry maybe I Iam trying to catch 2 pigeons with one shot...

For the hole I will certainly check your method.


But for the image map, the brown streatch one used for the ground  I would like to use a TG shader instead


I should start a different thread for this...will call it "image map extra"

thanks to all for your help
Title: Re: holes
Post by: mogn on October 02, 2008, 11:32:23 PM
I think that I have an error in my node network. The rescaling vector should not be x=1,z=1.5 but x=1,z=0.67