Planetside Software Forums

General => Terragen Discussion => Topic started by: ccb on April 17, 2010, 12:56:34 PM

Title: caustics
Post by: ccb on April 17, 2010, 12:56:34 PM
I see there was a thread 3 yrs. ago on caustics.  I had no trouble using Caustics Generator and applying it in the old TG but I can't get it tiled in TG2.  There is one option that says "repeat x" and "repeat y" but there is no numerical choice.  Does anyone have any idea how to do that?  Thanks in advance.
Title: Re: caustics
Post by: gregsandor on April 17, 2010, 01:24:55 PM
Why do you need a numerical chioce for the tiling?  It is infinite.
Title: Re: caustics
Post by: ccb on April 17, 2010, 01:32:28 PM
In the original TG, there was a way to put in a number to make the texture smaller or larger on the surface.  (For this effort, I am using an imported .ter file and not a procedural.)  The way it looks now, the caustics is gigantic under the water and looks completely unreal.
Title: Re: caustics
Post by: gregsandor on April 17, 2010, 01:44:02 PM
You do that now in the image map shader.   In this example the tile is sized at one meter square.  The second tab of the dialogue is checked to tile in the x and y directions.
Title: Thanks!
Post by: ccb on April 17, 2010, 01:50:08 PM
OK, I see how to do it.  Many thanks!
Title: Re: caustics
Post by: PabloMack on April 19, 2010, 11:52:57 AM
Quote from: gregsandor on April 17, 2010, 01:24:55 PM
Why do you need a numerical chioce for the tiling?  It is infinite.

When you wrap it around a cylendar or sphere, you need to choose an integral number of repeats so that it is seemless. 

BTW, I have read and heard the term "caustics" within the context of CGI and I still don't know what is meant by it (I know what is meant by caustic in chemistry, after all, I have a college minor degree in it). 
Title: Re: caustics
Post by: gregsandor on April 19, 2010, 12:05:49 PM
Quote from: PabloMack on April 19, 2010, 11:52:57 AM
Quote from: gregsandor on April 17, 2010, 01:24:55 PM
Why do you need a numerical chioce for the tiling?  It is infinite.

When you wrap it around a cylendar or sphere, you need to choose an integral number of repeats so that it is seemless.

No you don't.  The tiling on the object has as much to do with the texture tiling as with the uv mapping of the object.