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General => Terragen Discussion => Topic started by: Mid-Knight Acchan on October 08, 2008, 10:31:58 AM

Title: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 08, 2008, 10:31:58 AM
When choosing Image map shader from Displacement shader and deciding Projection,
The function of each of Plan Y & Side X & Side Z can not be understood.

http://midknight.ame-zaiku.com/


First, it created a block in heightfield generate.
It made displacement amplitude about 1000 and it did the work which livens an image.
Plan Y got into swing as expected at the y axis from the surface of the earth.
However, there is no change in Side X and Side Z.

[Sample 1]


A line like the crack was stored in the block when choosing Position center.
[Sample 2]


In case of Side X, did it think that it got into swing to the direction of the x axis but is this a mistake? :'(

Title: Re: [Image map shader]About "Projection" which is
Post by: pagan on October 08, 2008, 10:36:28 AM
Can not access your site
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 08, 2008, 10:41:40 AM
Quote from: pagan on October 08, 2008, 10:36:28 AM
Can not access your site

sorry :-[
It changed the end of the link.
The first image at the site is a sample.
Title: Re: [Image map shader]About "Projection" which is
Post by: Oshyan on October 09, 2008, 01:31:05 AM
The projections work as follows:

PlanY: Projects perpendicular to the Y axis, which is the up/down or "vertical" axis. So PlanY will project a texture as if you were looking straight down on the terrain.

Side X and Z are the same but for the X any Z axis, which are top/bottom and left/right respectively. So it will project a texture "sideways" onto the "side" of a terrain.

Spherical treats the surface as a sphere, Cylindrical as a cylinder.

ObjectUV will respect the object's UV mapping, if any.

Finally, Through Camera projects the image directly through the camera's view.

I hope this helps some.

- Oshyan
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 09, 2008, 08:19:49 AM
Oshyan!
Thank you for a very clear answer.
Working of idea wrong and Side X and Z was able to be understood.

One function was able to be acquired by this again.
Title: Re: [Image map shader]About "Projection" which is
Post by: pagan on October 09, 2008, 02:48:35 PM
Be carefull when using Through camera mappings I have encountered crashes from time to time...save your work always
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 09, 2008, 11:24:37 PM
At the time of choice of "Through camera", it crashes unless I connect a camera. Advice thank you papan ;)
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 13, 2008, 12:05:32 AM
In a Flip and repeat tab, I think that Flip X and Y do not function. ???
I think that the description of merely image map turns over, but...
Will how to use be wrong?
Title: Re: [Image map shader]About "Projection" which is
Post by: cyphyr on October 13, 2008, 04:02:59 AM
Quote from: Atsuhito Nakagawa on October 09, 2008, 11:24:37 PM
At the time of choice of "Through camera", it crashes unless I connect a camera. Advice thank you papan ;)


If I'm using an image node I've got into the habit of adding it via a right click in the node window, browsing for my image, then assigning a projection type and finally linking it to the other nodes, this way, no crashes, ever :)
richard
Title: Re: [Image map shader]About "Projection" which is
Post by: Matt on October 17, 2008, 11:08:28 PM
Quote from: Atsuhito Nakagawa on October 13, 2008, 12:05:32 AM
In a Flip and repeat tab, I think that Flip X and Y do not function. ???
I think that the description of merely image map turns over, but...
Will how to use be wrong?

This has been fixed recently.

Matt
Title: Re: [Image map shader]About "Projection" which is
Post by: teksurgical1 on October 18, 2008, 07:38:19 PM
When using an image map shader for an entire planet, is it always necessary to increase the size in the Image map shader settings?  I am often having trouble mapping an image to an entire planet of default scale.  I have tried Plan Y settings positioned in center, also spherical projection, and I can't see the bitmap image effect.  Where is the best place to connect it also, on a default planetary scale? thanks for this seemingly obvious question
Title: Re: [Image map shader]About "Projection" which is
Post by: Oshyan on October 18, 2008, 08:50:17 PM
For mapping an entire planet you should use Spherical Projection and adjust the *position* to be the same as the planet. So for the default planet it would be 0, -6.378e+006, 0. That should work.

- Oshyan
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 18, 2008, 09:14:53 PM
In thanking you, it is MATT.
Until it is improved, it processes an image map and it supports.

Hey,teksurgical1.
http://forums.planetside.co.uk/index.php?topic=3648.0
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 18, 2008, 09:24:22 PM
Variously, thanks to the advice, the manual achieves page 100 today.
Be still far until completion but together with the development of TG2, let's exert together. ;D


The appreciating
Title: Re: [Image map shader]About "Projection" which is
Post by: Mid-Knight Acchan on October 26, 2008, 07:18:01 AM
In a displacement tab...

"Smooth disp interpolation" and "Convert disp to linear" and "Disp data is linear".
Which scene are these functions to use in?

I tried it in suitable image map. However, I was not able to find a change.

Thank you.
Title: Re: [Image map shader]About "Projection" which is
Post by: Oshyan on October 26, 2008, 08:43:49 PM
Smooth Disp(lacement) Interpolation acts the same as Smooth Interpolation in the Colour tab, but it acts on the displacement rather than color values. Essentially it provides smoothing or a form of antialising to the image values as they are interpreted in displacement. This prevents hard or jagged edges when using low resolution images for displacement.

Convert Disp(lacement) to Linear and Disp(lacement) Data is Linear are two opposing options, the same as those in the Colour tab as well. "Linear" color data is that which is not corrected for the non-linear perception of the human eye and/or non-linear output of computer display devices. A further discussion of linear vs. non-linear color is somewhat outside of the scope of this discussion, but there are many articles to reference on the Internet for additional information:
http://softimage.wiki.avid.com/index.php/Gamma,_Linear_Color_Space_and_HDR
http://www.highend3d.com/dictionary/l/linear_color_space
http://www.faqs.org/faqs/graphics/colorspace-faq/

You will have to know if your image is linear or non-linear ("corrected"). Many images, like those from digital cameras, will be non-linear (gamma corrected) and thus you may want to convert it. The conversion gamma will affect how the image data is converted. DEM or other digital mapping data, or hand-painted displacement images, will usually be linear and should not be converted so as to maintain accuracy.

- Oshyan
Title: Re: [Image map shader]About "Projection" which is
Post by: teksurgical1 on October 27, 2008, 09:18:51 AM
Oshyan thank you, the 2nd planet seems to be working I increased the radius by whatever I want the water level to be, and assign the water shader to that planet.  Still need to mask the 2nd planet, but I just got back to this last night.  I don't know why it crashes when I move a water object towards the equator not the poles, but the 2nd planet works so thanks
Title: Re: [Image map shader]About "Projection" which is
Post by: teksurgical1 on October 27, 2008, 09:20:55 AM
oops sorry wrong thread, but you did answer this question for me before