Recent posts

Pages 1 2 3 4 ... 10
11
Terragen Support / Re: Sharp Edges Away from Came...
Last post by WAS - Today at 03:27:13 pm
I'd love to see an example. Voronoi is pretty easy to output and show an example. I don't know how it would help. Soft Minimum / Maximum Scalar does exactly what I need, but the resulting scalars are clamped to their intensities. I need a way to know their exact values or normalize them between 0 and 1.

Here is an example of soft minimum and maximum, as you can see, for the most part the edges have been softened, besides edges towards the center of the voronoi, but oh well, bias/gamma can help there I'm sure. Still though, tighter cracked setups are "lower" than the gapped cracks.
12
Terragen Discussion / Re: some NWDA store missing.
Last post by jaf - Today at 03:24:40 pm
It was closed several months agao.
13
Terragen Discussion / some NWDA store missing.
Last post by Nala1977 - Today at 03:22:43 pm
Hey guys reading between some forum posts and Twitter, i found a lot of great stuff in sell at NWDA store, but they are not found in the shop, the link itself leads to a blank page.

anyone know what is going on?
here is an example 

http://www.store.nwdastore.com/complete-projects-tgd/dunes-easy-beach
14
Terragen Support / Re: Sharp Edges Away from Came...
Last post by WAS - Today at 03:17:50 pm
Quote from: Matt on Today at 02:54:49 pm
Quote from: WAS on Today at 01:31:22 pmI don't understand how this would help. It's just a smooth step from A to B, It's not like soft minimum / maximum scalar where I can target the end, and then how soft it's going to be to create a rounded edge towards the point of the voronoi... It'd just get hard edges in the soft step. Example is a voronoi stepped down to around area I need, but creates no soft edge on the upper limit. And because it's stepped so tight, I then can't create a soft edge after.

Hard edge in = hard edge out. Don't clamp the input to the Smooth Step. Use the Smooth Step to do the clamping for you, then multiply it down to the correct height.


Huh? I didn't... that's teh raw voronoi noise plugged to the smooth step. Like you said, hard in, hard out. So your comment doesn't make much sense to me. If I wanted "smooth" out, wouldn't I want the smooth clamped scalar? Not the raw, hard, voronoi? This doesn't help with the intensity issue though (if feeding soft scalar), and soft min/max scalars work much better alone.
15
Terragen Support / Re: Sharp Edges Away from Came...
Last post by Matt - Today at 02:54:49 pm
Quote from: WAS on Today at 01:31:22 pmI don't understand how this would help. It's just a smooth step from A to B, It's not like soft minimum / maximum scalar where I can target the end, and then how soft it's going to be to create a rounded edge towards the point of the voronoi... It'd just get hard edges in the soft step. Example is a voronoi stepped down to around area I need, but creates no soft edge on the upper limit. And because it's stepped so tight, I then can't create a soft edge after.

Hard edge in = hard edge out. Don't clamp the input to the Smooth Step. Use the Smooth Step to do the clamping for you, then multiply it down to the correct height.
16
Yeah this is something I desire too from time to time... I think a "highlight warning" type of GUI presentation where one can set a certain value as threshold for the highlight warning. For example, any scalar >1 appears red.
17
Terragen Support / Re: Program Crash osx
Last post by Matt - Today at 02:44:46 pm
Glad to hear that :)
18
Image Sharing / Re: A bee's view of the family...
Last post by WAS - Today at 02:28:57 pm
Quote from: Dune on Today at 02:07:12 amWhat do you mean by the aspect of the skin, Jo? I'm sure it can be a better by using the glass shader with subsurface scattering, but I didn't bother because of the distance.

Luvs; Steve is right, you can get a personal licence. And the group is Roman, so the guy can perfectly well get away with his tunic  Indeed, the thing to do now is find nice (Roman) fabric designs/textures, and learn to make proper patterns, or find some on the web. And experiment more with the presets of fabrics (50 or so!), which names' puzzle me mostly.

I deliberately overdid the size of the sack he's carrying, to add some subtle humor. Probably his wife's wardrobe.


Here's close-up of the guy, with his new hairdo. No subsurface scattering, though.

He is not amused with his workload...
19
Terragen Support / Re: Sharp Edges Away from Came...
Last post by WAS - Today at 02:25:32 pm
Quote from: Dune on Today at 04:17:21 amSo, "thinking of that half-way point as the displacement (Y)" is not how I would do it, or see it, but again, I may not grasp your method.

This is a good way to think about scalars though when doing basic disp. They're just Y data (height), so when thinking about how they're going to look in displacement, it's good to translate the raw scalars to displacement in your head. If you wanted tight cracks in your voronoi, you're working with the base of the scalar. I'm not going to show the node networks here as this is for a purchasable shader pack I'm working on. It's just sad Terragen has such a problem with hard edges, which are natural phenomenon in nature. This means, because of a limitation of TG I can't have a realistic setup to some of my references, and all must be like worn, older cracked muds. Same goes for truly vertical cliffs and their ledges without rounding them, which is not realistic always.

Terrible example but sorta how I would be envisioning it. In reality the soft minimum scalalr would more align with the base voronoi but wanted to show it without too much overlay
20
Terragen Support / Re: Sharp Edges Away from Came...
Last post by WAS - Today at 01:31:22 pm
I don't understand how this would help. It's just a smooth step from A to B, It's not like soft minimum / maximum scalar where I can target the end, and then how soft it's going to be to create a rounded edge towards the point of the voronoi... It'd just get hard edges in the soft step. Example is a voronoi stepped down to around area I need, but creates no soft edge on the upper limit. And because it's stepped so tight, I then can't create a soft edge after.
Pages 1 2 3 4 ... 10