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General => Terragen Discussion => Topic started by: Hetzen on February 24, 2009, 01:03:58 PM

Title: Transform and Warp shader with PFs
Post by: Hetzen on February 24, 2009, 01:03:58 PM
Right, dumb 101 question coming up. I want to distort the scale of a power fractal through one plane. I assume I need to use a Transform or Warp shader to do this, and to my logic should have the PF plugged in to the input of either the Transform or Warp. The thing is, is that nothing is happening.

Could someone be kind enough to explane what is needed for these two shaders to work.

Many thanks in advance.
Title: Re: Transform and Warp shader with PFs
Post by: Zylot on February 24, 2009, 01:05:52 PM
Why can't you just do this through the powerfractal shader.  There's an area underneath where you set the noise type, clumping and such, to transform the noise on your desired plane.
Title: Re: Transform and Warp shader with PFs
Post by: FrankB on February 24, 2009, 04:58:23 PM
to be honest, I don't even understand the question  ;D

can you elaborate a bit on what "distort the scale of a power fractal through one plane" means?

Cheers,
Frank
Title: Re: Transform and Warp shader with PFs
Post by: Hetzen on February 24, 2009, 07:09:58 PM
Thanks Zylot. I was being a numb nuts.

The reason why this question came up, was that I've only just recently understood how Get Position is needed for Voronoi Noise, then kind of got how you need to put in Compute Normals (although I'm not sure what the difference is with Compute Terrain) for you to be able to distort along laterals, ie (and I'm guessing) you have to redefine where the new geometry is.

As Veronoi Noise does not have the built in scale function, can I asume you can put in a Vector Constant into the scale input on the Veronoi shader, to give me control over scale in x,y,z?

But aside from that. How do the Transform and Warp shaders work? I would like to be able to scale down the Y shift by a factor of say .3 to give me more brick like shapes from the linked pic. (which is just a work in practice experiment).

The ultimate goal is to work out how to do fractured rock through Perlin Ridge noise, but for me to get there, I think I need to understand what I can do with the Transform and Warp shaders.