Fake Sand

Started by mogn, May 05, 2007, 04:03:00 AM

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mogn

It is easy to use the functional network for generating textures, without using the inbuild fractals or noise functions.
In the shown landscape i have generated the sand texture in the following way:

z' = 31 + (z*31 - nearestinteger(z*31))
x' = o.5 + (x*z' - nearestinteger(x*z'))
x' which is is a scalar in the range 0..1 is then used as controller input in a colour mixer,
and the ouput is fed into the colour function of a surface layer.
The constant 31 governs the 'scale' bigger values gives smaller grains.

rcallicotte

While the color could be jimmied about, I like what you've done.  Thanks for the TGC. 
So this is Disney World.  Can we live here?

bobbystahr

What an interesting clip file and render. Now, as a semi stunned old timer, how the heck do ya use a clip like this. I've had zero luck in getting it to do anything as I haven't the faintest idea how to hook it up to anything else being totally stunned about the shader network set up. A small tute on how to implement this file woulf be most appreciated. Thanx again for posting your experiment friend.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

mogn

In Shader Group add a surface layer.
This layer has a field called Colour function.
Click on the ... to the right of this, and select assign shader.
You will see a drop down list with all existing shaders.
Select the shader called \Colour. (This shader is placed in the group 'Fake Sand')

Thats all!  ;D

bigben

I've played with this clip file and it's reallly useful.  Just giving it a bump to joinf the recent sand posting.   If you choose coulours that are relatively close to each other you can get some very good results.  The pattern is basically like gaussian noise so it gives a much more even pattern and you can use it for the displacement shader as well.

Thinking outside of just sand, it would be useful for amany things... fake grass as well for one.  ;)