shading question

Started by elipsis1, March 10, 2012, 08:28:22 PM

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elipsis1

Can I have two power fractal terrains and use a unique power fractal shader for coloring on each one?

What is happening now is that everything is the same two colors.

I would like to use a low level power fractal terrain with desert colors, then use a more jagged and tall fractal terrain and  have brown or gray coloring.

Not sure if this is possible or not, but I have seen how you can delimit the coloring by altitude and slope.  Perhaps that is what I must do?  ???

TheBadger

You can add an unlimited number of colors by simply adding power fractals for color

From another thread:
QuoteYou can stack PF's for color, but after the first one with high and low color, just use one color (high or low). And uncheck displacement if you put this stack into the child input (if you don't want too much displacement, that is). Either PF can be blended by whatever you like (distribution, painted, distance shader, or another pF). You could also stack surface shaders (with a color), each blended by a PF. In the latter case you can decrease the amount of color as well as the distribution.
(Dune)

And:
QuoteDune is correct. I use distribution shaders all the time. I have found that the altitude settings interfere with displacement nodes in the Terrain node area. I don't know why. The slope settings work fine.

One of the great features of using Surface layers is the Effects tab. Favoring rises for stone and favoring depressions for the plant coverage works well. If you only need color, move the intersection shift to 0.1. I rarely use the low color unless I am using a power fractal as a mask.
(njeneb)

I have not read anyplace that you can limit the colors by area as you can with a population. I wish you could limit all power fractals by area the way you can a population (the area box)

Is this what you meant, or are you asking about something more advanced?
It has been eaten.

Oshyan

You can blend (control the coverage of) Power Fractals with the Blend Shader input, like most other shaders. So yes, you can control them like populations. If you wanted just a square of texture, you could probably use a Simple Shape Shader as the blend input.

- Oshyan

elipsis1

Stacking PFs, is this done in the node editor or the "blend by" section? Can someone post a screenshot of how to stack them?

Also my question is, can I limit a shader to one terrain, and a different shader strictly on another?

Sorry I have so many questions...

Hetzen

I think you need to understand the node editor a bit better. This is where you plug and unplug nodes, to create a work chain that ends in your planet node. Generally you start with your landscaping displacements, into a compute terrain node (which generates mapping cordinates and geometry normals (slope)), then you tend to use surface layers to apply texture, before plugging into the planet.

You can access available nodes by right clicking in the node editor window, and going through the drop downs. This is how most work is done in TG. I rarely use the left pannel of the program, except to leave up my render settings dialogue.