I'm trying to add a layer of fake stones, rock objects or discs or whatever to create a grid of plates or pads. I can't seem to get them into a uniform grid where they're about a foot apart. Does anyone know how/if this is possible? I would've thought it would be. :-\
you can create a mask with functions. just get the x and the z, and make a step function. just as a starter idea...
Any ideas on how to do that? I've STILL not really got to grips with functions. ::) I can get the X and Z absolute positions but don't know how to do a step function.
I'll try to give that a go tomorrow, but no promises, time is short for me at the moment :(
Look at this:
Michael, here is what you need. Managed to build this yesterday night.
oh, just read you mean just a foot apart. Just play with the constant scalar of the step scalars. If you increase these to 0.9, the gaps between the squares will be ~25cm
Looks like it could be useful for lots of things. Kudos to both mogn and FrankB!
I so need to get my head round functions...I am sure one day I might!!!....I am gonna dissect these tgds and try to have some fun....thanks a million!
Sidewalks. Patios. City blocks. Thanks Frank. This is a great tool!
Yeah itd be a cool way to make cities on planetary views. How can I adjust the size of each square so there's only one stone per square. e.g.
(http://i44.photobucket.com/albums/f20/daniel_toh/being%20different/mp3pebble.jpg)
the sinus devided by the constant determined the wave length. increase the constant to get bigger "fields".
Do what?
LOL
PG and I are still in class on this, apparently. I've found understanding how functions work tends to be somewhat fleeting to the average braincell in my brain.
But, I think we can just increase the constant to see wider placements.
Quote from: PG on June 30, 2009, 11:16:42 AM
Do what?
I think on the long turn it would be nice to have some special populators:
- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on
-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid
Hi Walli,
Quote from: Walli on July 01, 2009, 02:36:11 AM
I think on the long turn it would be nice to have some special populators:
- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on
-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid
I agree :-).
Regards,
Jo
Quote from: FrankB on June 30, 2009, 11:09:00 AM
the sinus devided by the constant determined the wave length. increase the constant to get bigger "fields".
Ok, after finally figuring out that 'sinus' was latin for sine ::), all I managed to do was make the stone patches very thin. I changed the constant for the divide scalar to give me slightly bigger patches but I want one stone per patch instead of loads.
Quote from: jo on July 01, 2009, 04:40:13 AM
Hi Walli,
Quote from: Walli on July 01, 2009, 02:36:11 AM
I think on the long turn it would be nice to have some special populators:
- line populator, draw a bezier curve on the terrain (similar o paint shader) and then adjust settings like distance, random offset, random rotation and so on
-grid populator (could be an extension to the regular populator) where you simply enter distance X and distance Z to create a regular grid
I agree :-).
Regards,
Jo
It would be good to have a clumping function, like a 'feature scale' included in those random settings. :)
If it was an adjustable bezier curve, it could be useful for controlling animation populations and other stuff...