Planetside Software Forums

General => Terragen Discussion => Topic started by: BPauba on February 11, 2007, 11:55:47 PM

Title: Compute Normal.
Post by: BPauba on February 11, 2007, 11:55:47 PM
I have been trying to figure out how to limit strata with a [surface layer] or [Distribution shader] node above the [compute terrain] node for awhile now. I think I have come up with the correct way to do it, but the only thing limiting me is my understanding of the [compute normal] node. For some reason the compute terrain distorts the terrain geometry. For example....

Default terrain:
(http://i12.tinypic.com/2yljzmw.jpg)

Compute Normal-No Strata:
(http://i5.tinypic.com/2j64euh.jpg)

Compute Normal-Strata (100):
(http://i8.tinypic.com/2zqebmq.jpg)

Compute Normal-Strata (250):
(http://i17.tinypic.com/3zgt2xz.jpg)

Compute Normal-Strata (500):
(http://i11.tinypic.com/29qckfm.jpg)

Node Network:
(http://i7.tinypic.com/2ihwm74.jpg)

The variable changed was the [compute normal] nodes "patch size".[100, 250, 500]
I do not understand what the patch size is nor do I understand why the compute normal node distorts the terrain so much. Anyone have any knowledge of this matter?
Title: Re: Compute Normal.
Post by: buzzzzz on February 12, 2007, 09:13:26 AM
There's another Thread here somewhere about this but I can't find it. Anyway I remember how they did it. In reference to your node pic replace surface layer 03 with a Distribution Shader then attach the Strata and Outcrops Shader to the Distribution Shader as a child layer. Then you can control the Strata distribution through the Distribution shader.

Hope this helps
Title: Re: Compute Normal.
Post by: Tangled-Universe on February 12, 2007, 09:42:30 AM
Yep, that's how I did it too once...
Anyway, it's a good question though Brian, I also like to know more about the compute normal and normal terrain functions.
Especially when to use them en when not.

At the moment when I create a terrain, using a heightfield load for example, I attach the first compute terrain. Then I'm displacing the terrain with some surface layers and strata/outcrops, followed by another compute terrain.
After that I'm connectig the surface shaders and when they're all finished I also connect a compute terrain which is then connected to the planet01 shader.

Probably terribly wrong all, but I believe wihout all te compute terrains the displacements aren't accurate and sometimes aren't even working.
Can't tell why, don't know haha  :)

So a little explanation on this matter would indeed be very very useful  ;D

Martin
Title: Re: Compute Normal.
Post by: BPauba on February 12, 2007, 04:15:54 PM
Hmm, interesting. I am almost positive I tried this combination and it did not show any strata results, but I shall try again! Talk to you guys soon, and thankyou
Title: Re: Compute Normal.
Post by: Will on February 12, 2007, 07:12:06 PM
neat I've been wondering about this thanks for confirming my thoughts.

regards,

Will