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General => Terragen Discussion => Topic started by: DJ on February 07, 2009, 09:15:47 AM

Title: tilted noise
Post by: DJ on February 07, 2009, 09:15:47 AM
Noise can be stretched to x,y,z or any combination of these.
If I use the power fractal shader I can do this on the page "tweak noise" with "noise stretch XYZ".
Stretching both to x and z for example produces horizontal layers of noise.

My question is: is it possible to tilt these layers, for example by 45 degreees around the x-axis ?
Any ideas ?

thank you
Dietmar
Title: Re: tilted noise
Post by: Volker Harun on February 08, 2009, 07:03:23 AM
If possible at all, it is complicated .. and my idea could be wrong.

The powerfractal itself is 3 dimensional (best to be seen on the clouds),
stretching the noise along XZ will create respectivly 'flat' clouds.
As there is no detail added, you should first of all rather compress the fractal along Y (using values between 0 and 1).

Now comes the tricky part, that I never played with, yet ... inside the function-nodes you have two interesting categories: Convert and Rotate.
I assume that you use the PF as a scalar output (shades from black to white), so you would need to convert that scalar to a vector (which can be rotated with the other set of nodes).

In fact I doubt that it is possible at all ... maybe you do not get any result - or you get some results you would like to share with us ,-)

Volker
Title: Re: tilted noise
Post by: DJ on February 08, 2009, 01:22:48 PM
Thank you for your hint, Volker
I think this is good starting point for further research.
I will let you know as soon as it works.
Dietmar
Title: Re: tilted noise
Post by: DJ on March 03, 2009, 08:05:11 PM
Finally it seems I found a way:

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[attachmini=#]
Title: Re: tilted noise
Post by: Tangled-Universe on March 04, 2009, 07:32:59 AM
Quote from: dj7901366 on March 03, 2009, 08:05:11 PM
Finally it seems I found a way:

[attachthumb=#]
[attachmini=#]

Strata and outcrop shader?
If not you have "reproduced" it from scratch :)
Title: Re: tilted noise
Post by: DJ on March 04, 2009, 12:56:44 PM
The terrain is formed by a "strata and outcrops" shader.
The noise of the surface layer is produced by functions (see tgd-file).
Title: Re: tilted noise
Post by: Tangled-Universe on March 04, 2009, 01:31:19 PM
Quote from: dj7901366 on March 04, 2009, 12:56:44 PM
The terrain is formed by a "strata and outcrops" shader.
The noise of the surface layer is produced by functions (see tgd-file).

Ah right, damn...how could I have missed that at first sight...cool! :)
I was at work, so I couldn't take a look at the .tgd.
Will do that a.s.a.p. because I see some very nice possibilities here!
Thanks for sharing :)

Martin