Here are the crack shaders that I said I was supposed to have done a couple of days ago.
These files are this .tgd and clipfiles from this image:
There are only 2 different scaled shaders so far; 10m and 1m scaled cracks. I have more that in progress, the thing is, when you get smaller, you need increasingly small(sounds wrong) redirects following the crack functions, I'm playing around with different ideas with the smaller ones, they're not ready yet. Maybe they never will be. :D
So, these ones then. I don't have time or patience to build a scene for them, I'll leave that to you, my full scenes usually suck.
Be warned, placing these BEFORE the main 'compute terrain' node will probably quadruple the render time for these shaders and there will be no visible difference in the output than if they are placed after it. Generally you shouldn't need to put these cracks through the compute terrain, unless you really need to specify their exact coordinates and steep edge slopes later on.
I think they work best(4x as quick) just after compute terrain but before 'base colours', or, the first equivalent colour shader that completely covers the terrain. This isn't really correct TG practice. :D
They don't displace far at all upwards so final surface level is probably negligible in most hobbyist scenes. They simply displace down beneath any surface they're laid over with some small redirects to break them up a little afterwards.
Of course, if you have a super computer then pop'em up top, by all means. :)
You can use the altitude/slope constraints in the main shader. You can also choose to blend the shader by any other shader you want.
The controls for the cracks, if you want to get inside and edit are pretty simple. A 4 node function makes the shape of the voronoi and colour and displacement shaders distort them.
The scale of the cracks is defined by the 'constant scalar'. If you change that you'll then need to move onto changing the following scales by the same factor, there's no point in making the cracks 100m scale and blending them with the '10m crack blender' node, for example. The blender is set to fit each scale. Same goes for the redirect shaders that come last.
I have a scene in mind that could use these. Thanks!
Man, you actually shared this gem! Thank you!!
Very nice, Dandel0. Downloaded and ready for dissection. Thanks a bunch! Might come in handy when I let the water drain from my latest topics' image.
Thanks a lot!! Fantastic!
Thank you very much m8 :o ;D
Thanks a lot dandelO
Excellent work here. Try isolating single pieces, making them very much bigger and creating towers, just an idea :)
This is great D.
I'm amazed at the amount of work and the complexity of the node network in this file. What a great brain you possess.
Thanks, guys. Marc. Really I barely have a brain! :D
They aren't really complexed. I've seen some ridiculous function work in here before for making cracks that I just could never get my head around. These are my cheap and nasty version with bare minimum function node work.
Which reminds me, I said some months ago that I'd have a look at Glen's 'fractalized voronoi' crack functions once I'd done making mine. I'll do that now if I can find the thread again. I expect to be completely lost in there, I imagine it'll be full of blue intimidator nodes! :D
Now uploaded to the NWDA CS with a more detailed usage note.
Thanks , DandelO .
cheers dandel0, these look fab!
Quote from: dandelO on February 07, 2010, 08:08:02 am
blue intimidator nodes!
Genius. :D The only thing I ever use those for is combining a distance shader and a cloud fractal shader.
Excellent learning material. Thanks a bunch!
great ! thanks !!
superb! i'll use this sometime later thanks for sharing!
Thanks a lot! Genial!
thank for great file, i have a basic question. how can you create distribution node with internal nodes
when i add a distribution i don`t see internal node as default
Majid, if you rightclick on a node you get a choice; select internal and you're inside that node. usually there's nothing there (unless somebody else put something in), but you can create another node there, or paste one from a copied outside node. Give it an appropriate name (if you have a lot of nodes, put an A in front, so it's at the top of the list). Then go a level up, go to the node again (which now has an internal node, and hover above the input that you need it to connect to (displacement, child, mask, whatever), rightclick and choose the node you're working on, but the one with the network sign in front, click that, then you see the nodes that are inside. click the appropriate one, and it's connected. You see the input triangle disappear.
I hope this makes sense. Once you get the hang of it, it's very easy.
ok i tried this it was clean and i like it thank you dear :)