Just a try with distance shader attached to a camera
Christian
wow big clouds !!!
nice shores Christian
Very nice clouds, especially that big one in the middle.
Huge :)
This is looking gooooood. Love the massive clouds. I'm still trying to understand this "distance shader with camera on the clouds" type thing at the moment... I have been deconstructing Franks clouds and kind of understand what's happening, but can't seem to replicate it at the this point in time. So if anyone out there fancies explaining this way of masking, I'd be very grateful. Sorry to hijack this thread. Simon.
Quote from: littlecannon on June 23, 2009, 12:49:24 PM
This is looking gooooood. Love the massive clouds. I'm still trying to understand this "distance shader with camera on the clouds" type thing at the moment... I have been deconstructing Franks clouds and kind of understand what's happening, but can't seem to replicate it at the this point in time. So if anyone out there fancies explaining this way of masking, I'd be very grateful. Sorry to hijack this thread. Simon.
Me too, I tend to have a problem where if I use the distance shader with some cumulus clouds, it gives me a solid line of cloud that looks nothing lie a normal cloud :'(
but all problems aside, this is an amazing picture! The clouds would be good on their own, but the amazing islands below make it truly awesome
I gotta try harder in terragen ;D
Very Nice Christian!
Quote from: littlecannon on June 23, 2009, 12:49:24 PM
This is looking gooooood. Love the massive clouds. I'm still trying to understand this "distance shader with camera on the clouds" type thing at the moment... I have been deconstructing Franks clouds and kind of understand what's happening, but can't seem to replicate it at the this point in time. So if anyone out there fancies explaining this way of masking, I'd be very grateful. Sorry to hijack this thread. Simon.
Frankb put out a tutorial, I guess you missed it? Anyway it's here----> http://forums.planetside.co.uk/index.php?topic=6784.0 (http://forums.planetside.co.uk/index.php?topic=6784.0)
Yes, you're right.
Thanks to Frank for sharing this!
Basically, you create a camera and attach a distance shader to this camera that will be used as blend shader for the clouds.
The cloud coverage MUST be 0.0!!
You can play with the minimum and maximum distance to apply the coverage where your clouds will be. And don't forget to play with the focal length.
j'accord avec seth!!
Thanks peeps... I'll check the tut. I must have been away from the scene at the time (pun intended). ;D
C'est chouette je dirais même mieux c'est Couette !
Hi
Excellent work. I love the surf!
ciao
Naoo
Quote from: christianfly on June 23, 2009, 01:50:13 PM
...
The cloud coverage MUST be 0.0!!
Salut Christian, why? the cloud coverage is not important for blending clouds through a distance shader, to the best of my knowledge. I mean, my cloud coverage is almost never at 0 ;D
Regards,
Frank
Fantastic realism - love the island and the clouds.
Cool clouds, quite massive :)
I like this image, the only crit I have is that it took me a while to see what's actually depicted: an island with huge clouds over it.
Quote from: FrankB on June 23, 2009, 03:08:58 PM
Quote from: christianfly on June 23, 2009, 01:50:13 PM
...
The cloud coverage MUST be 0.0!!
Salut Christian, why? the cloud coverage is not important for blending clouds through a distance shader, to the best of my knowledge. I mean, my cloud coverage is almost never at 0 ;D
Regards,
Frank
Are you sure Frank? As far as I know the cloud coverage is a kind of offset. Any value above 0.0 will add color the to the (distance)shader's mask.
Anyhow, since you're the cloud-expert here you're probably right, but I remember I once was told to use it @ 0.0.
no, the problem is with masks that generate color higher than white. For example, if you use a power fractal as a mask for another power fractal, the mask must have "clamp above white" checked in order to contain the second fractal inside, otherwise you'll wonder why the blended second fractal doesn't obey to the visible boundaries of the blending mask.
Sounds weird, I know.
Frank
Great image, but I agree with Frank, it is a bit "muddled", hard to determine what you are seeing at first. I think it's partly because everything has a strong blue cast, and also everything seems to be equally sharp and detailed. Perhaps if the island were a bit softer somehow? It is quite nice as it is though, regardless.
Edit: Forgive me, perhaps my particular taste only. I hope you don't mind the little edit Christian! Just some levels adjustment.
[attachthumb=1]
- Oshyan
Looks really similar to an image i made a few months ago - except your clouds are much nicer :P
Quote from: Oshyan on June 23, 2009, 11:31:26 PM
Great image, but I agree with Frank, it is a bit "muddled", hard to determine what you are seeing at first. I think it's partly because everything has a strong blue cast, and also everything seems to be equally sharp and detailed. Perhaps if the island were a bit softer somehow? It is quite nice as it is though, regardless.
Edit: Forgive me, perhaps my particular taste only. I hope you don't mind the little edit Christian! Just some levels adjustment.
[attachthumb=1]
- Oshyan
No problem, Oshyan, of course ;)
In fact, under tropical area, the haze has often a very high level, so in the real word, it is sometime quite difficult to see more than this image.
But you are right, the images can be somewhere difficult to decode ;)
Quote from: Tangled-Universe on June 23, 2009, 05:55:51 PM
Cool clouds, quite massive :)
I like this image, the only crit I have is that it took me a while to see what's actually depicted: an island with huge clouds over it.
Quote from: FrankB on June 23, 2009, 03:08:58 PM
Quote from: christianfly on June 23, 2009, 01:50:13 PM
...
The cloud coverage MUST be 0.0!!
Salut Christian, why? the cloud coverage is not important for blending clouds through a distance shader, to the best of my knowledge. I mean, my cloud coverage is almost never at 0 ;D
Regards,
Frank
Are you sure Frank? As far as I know the cloud coverage is a kind of offset. Any value above 0.0 will add color the to the (distance)shader's mask.
Anyhow, since you're the cloud-expert here you're probably right, but I remember I once was told to use it @ 0.0.
Frank,
I am not able to see any cloud when I give other value than 0.0 for the coverage slider. But maybe I am doing something wrong.
Christian
see this with cloud coverage 0.5
[attach=#]
You are right! Don't know why mine is not working in some case. I will check and let you know why.
Thanks, Frank
I actually quite like the fact you have to look closely at the image to see what it is... Ooooh the mystery. :o The big cloud looks like it would be nice and soft to the touch...
(And thanks Frank for the tut on distance shader. ;D)
Quote from: FrankB on June 23, 2009, 03:08:58 PM
Quote from: christianfly on June 23, 2009, 01:50:13 PM
...
The cloud coverage MUST be 0.0!!
Salut Christian, why? the cloud coverage is not important for blending clouds through a distance shader, to the best of my knowledge. I mean, my cloud coverage is almost never at 0 ;D
Regards,
Frank
There seems to be some difference between raising coverage in cloud layers and density fractals with distance shaders.
I've seen, many times in things I'm playing with, the places where no cloud should be in the fractal, are rendered as straight fog when you raise the 'cloud layer' above '0' coverage with the disance shader in use on its fractal.
It doesn't happen with the density fractal's coverage slider. This will fill out the spaces between the clouds correctly so, use it instead. I
think that's how I remember fixing this problem.
Correct dandelO, the Coverage Adjust in the Cloud Layer works differently than in the Power Fractal. You should use the Power Fractal Coverage Adjust preferentially in most cases.
- Oshyan
'Coverage Adjust' is an offset; it adds a value to whatever the fractal produces. If you use it in the fractal shader, it adjusts the fractal before the blend shader is applied. If you use it in the Cloud Layer, the blend shader has already done its multiplication, potentially multiplying some parts of the fractal down to 0. If you increase the coverage adjust on a density of 0, you get positive values. This is in places where you wanted there to be 0 cloud.
Matt