Planetside Software Forums

General => File Sharing => Shaders, Materials => Topic started by: AP on January 23, 2019, 04:26:36 am

Title: Ridge and Gully masks (cont.)
Post by: AP on January 23, 2019, 04:26:36 am
Matt's Ridge and Gully masks for populations topic has provided a number of additional ideas that prompted investigating. Such ideas provided by the tgd file can be tested farther.
Title: Re: Ridge and Gully masks (cont.)
Post by: pokoy on January 23, 2019, 04:51:51 am
Great, the trick is really useful, thanks for sharing this!
Quick question since I can't have a look right now - is the orange color range a mix of the red and yellow areas or is it a distinct 'mask' on its own?
Title: Re: Ridge and Gully masks (cont.)
Post by: AP on January 23, 2019, 05:43:02 am
Quote from: pokoy on January 23, 2019, 04:51:51 am
Great, the trick is really useful, thanks for sharing this!
Quick question since I can't have a look right now - is the orange color range a mix of the red and yellow areas or is it a distinct 'mask' on its own?


You are welcome.

The colors are a distinct mask on it's own.
Title: Re: Ridge and Gully masks (cont.)
Post by: pokoy on January 23, 2019, 06:36:45 am
Great, thank you!
Title: Re: Ridge and Gully masks (cont.)
Post by: WAS on January 23, 2019, 04:39:03 pm
This seems to have some great applications. Thank you. I'll have to investigate this at some point.
Title: Re: Ridge and Gully masks (cont.)
Post by: mhaze on January 24, 2019, 04:54:21 am
Been using this trick in my latest piece for texturing and placing displacements.
Title: Re: Ridge and Gully masks (cont.)
Post by: AP on January 25, 2019, 05:05:20 am
A set of twenty Ridge and Gully masks.
Title: Re: Ridge and Gully masks (cont.)
Post by: Dune on January 25, 2019, 06:03:00 am
Thanks AP. Handy to have at hand.
Title: Re: Ridge and Gully masks (cont.)
Post by: zaxxon on January 25, 2019, 09:20:40 pm
Nicely done, thank you!
Title: Re: Ridge and Gully masks (cont.)
Post by: bobbystahr on January 26, 2019, 11:45:01 am
echo previous thank you's
Title: Re: Ridge and Gully masks (cont.)
Post by: AP on January 27, 2019, 04:16:39 am
You are welcome everyone.
Title: Re: Ridge and Gully masks (cont.)
Post by: WAS on January 28, 2019, 01:47:35 am
Are we just clamping with the colour adjusts?
Title: Re: Ridge and Gully masks (cont.)
Post by: Dune on January 28, 2019, 04:01:17 am
There's no need for clamping, afaik, but it's just complementing. What I don't understand is how the green to scalar (or blue/red) works here. I see a subtle difference, but 1. where does it get its green/blue/red from? (no input needed apparently  :o) and 2. is it adjustable? I don't think so.
Btw, you can easily adjust the outcomes by adding a scalar, or even a variable.
Title: Re: Ridge and Gully masks (cont.)
Post by: WAS on January 28, 2019, 02:29:41 pm
Quote from: Dune on January 28, 2019, 04:01:17 am
There's no need for clamping, afaik, but it's just complementing. What I don't understand is how the green to scalar (or blue/red) works here. I see a subtle difference, but 1. where does it get its green/blue/red from? (no input needed apparently  :o) and 2. is it adjustable? I don't think so.
Btw, you can easily adjust the outcomes by adding a scalar, or even a variable.


Or for the colour adjusts I don't think. When you adjust them it just breaks the effect, so was wondering if it was just to clamp instead of using Clamp 0 1.
Title: Re: Ridge and Gully masks (cont.)
Post by: Dune on January 29, 2019, 03:28:17 am
Well, the get altitudes get values that are clamped anyway, I would say, so no need for clamping.
Title: Re: Ridge and Gully masks (cont.)
Post by: N-drju on February 07, 2019, 03:43:37 pm
Wow... Is it a challenge against the Erosion Plugin? :)