Exploded moon

Started by Dune, March 30, 2013, 04:01:29 AM

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Dune

Intrigued by Badger's broken moon. Interesting challenge. Global clouds are not the best, but ok, I didn't put much time in them. All procedural except for a tif mask, as the SS can't be tilted (yet).

TheBadger

Hi ulco, thanks for taking a look into this!


I think for me the part from your experiment I would like to add to mine is the small debris parts. You were right that TG is best for this aspect if rendering in TG. But the displacement on the moon from procedural methods, I think that you would have to spend days, weeks even, to get the kind of detail you can get from a sculpt in a matter of seconds. To bad for me the pipeline is so troublesome :-[ 


On the other hand, it would be very cool to see a destroyed planet that you spent a long time tweaking procedurally[/size][size=78%] . I am sure that would be pretty sweet![/size]
It has been eaten.

bla bla 2


j meyer

Quote from: Dune on March 30, 2013, 04:01:29 AM
.... All procedural except for a tif mask, as the SS can't be tilted (yet).

What did you use the mask for? And what do you mean by can't be tilted,rotation around
the x or z axis or what? Please explain.

Dune

I projected a vague white on black dotty mask from the center of the planet for the holes, used the same to restrict the pops of stones. I tried using a warped simple shape first, but as this is on the side of a planet, the simple shape projected a vertical 'stripe' across the side. You can rotate a SS on the Y, but not on X or Z.
But... after a quick test, it can be done with SS, just some extra tweaking needed.

ratfugel

Wow!  I knew you could do some funny things with Terragen but this one blew my mind. Opened a whole new world for me (oops, sorry about the pun, wasn't intended, just happened).   Great stuff, nice to see some real pictorial creativity creeping into the forum.
rat.

j meyer

Thanks for the answer.
As for the SSShader I think I've done something with rotation on x and z via
transform shader to project it onto a sphere,but I'll have to look it up and
report back then.

Dune

Using the transform shader didn't work (for me).

j meyer

Hmmm,strange.Looked it up and indeed it was made with SSShaders and transform
shaders.So not sure what's happening here.

Matt

The Transform Shader should work on the Simple Shape Shader but you need to set the simple shape's "Position key" to "Position in terrain/texture". This should probably be made the default.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Dune

#10
Well, it doesn't, or is anything else wrong in this setup? I put this second SS halfway the pillar, rotated it, but it won't tilt and displace a nice square inward. Neither when first computing terrain.

j meyer

Maybe it's something in the alpha version you're using.
There has been a change to the transform shader it seems,perhaps
a little bug crept in.

Dune

#12
I'll try it in a normal version..... same, no work.

j meyer

Just tried your set up (should have done that before,sorry) and can confirm
that it does not work,neither before nor after the compute terrain with or without
redirect shader,even tried it without the displ shader,again to no avail.
Don't know what's going on here,really.
My working set up was placed inside a sphere node,maybe that has to do with it.
Iirc we had some problems some time ago with something not working inside a node.
Could be the other way 'round this time.
More testing required apparently. ::)

Let me know,if you want me to post a view of my working set up.

Matt

#14
Ulco,

The first simple shape shader doesn't update texture coordinates, so the second shader still thinks it's working on an undisplaced surface. Try enabling "Use world space" on your transform shader.


By the way, from your Redirect Shader I can see that want to displace along the X axis, so you should probably rotate about the Z axis to cause it to point along the X axis.

Matt

Just because milk is white doesn't mean that clouds are made of milk.