Canyon Blaze WIP

Started by choronr, June 26, 2013, 01:58:00 PM

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choronr

Quote from: Hannes on June 29, 2013, 12:43:13 AM
Bob, the near distance should be 0. Try adding a test surface layer to the whole terrain with your distance shader as colour function. So you can see which value you need for the far distance. The area you want to change should be white and the foreground black. I think 10000 may be too high. When you're happy with the distance shader you can delete your test surface layer afterwards.
Thank you Hannes. I will get to work with your information and see if I can achieve the goal. I really appreciate your time on this. I'll be back.

Dune

A test shader is what everybody should use! I always put one at the end of the chain and plug in things I'd like to check; roads, distances, tree fractal distribution, whatnot.

choronr

Hi Hannes,

I sent to you a site email. Hope you receive it.

Bob

Hannes

Received and answered it! :)

choronr

Quote from: Hannes on June 30, 2013, 12:33:02 AM
Received and answered it! :)
Thanks Hannes. It is 9:48 PM here and I haven't received it yet. I guess maybe the servers are slow.

choronr

I guess your email didn't go through Hannes ...sorry to bug you. It's 11:35 PM here.

Hannes

This is strange! I sent it about eight hours a go and it didn't bounce back, so I have no idea what happened. :(

Hannes


Tangled-Universe

Quote from: Dune on June 29, 2013, 03:34:28 AM
A test shader is what everybody should use! I always put one at the end of the chain and plug in things I'd like to check; roads, distances, tree fractal distribution, whatnot.

Yeah everybody should make that a habit.
I do that too, so easy and effective!

choronr

Never know about this and must say, it takes the mystery out of the Distance shader - knowing where to set the 'Far' distance. Further learned that one must link the final Distance shader to the camera in order to see the result of one's objective - thanks to Hannes and Dune for bringing this to light.

TheBadger

On the test shader thing. Can you guys define clearly what your saying? I believe someone told me about this, or I read something. But Im not sure now. I think I know what your talking about, but just want to be clear.
It has been eaten.

choronr

#26
Quote from: TheBadger on July 01, 2013, 08:26:40 PM
On the test shader thing. Can you guys define clearly what your saying? I believe someone told me about this, or I read something. But Im not sure now. I think I know what your talking about, but just want to be clear.
One of the purposes as will be used here explained by Hannes and Dune is to create a test surface shader linked to the bottom of your shader chain; and, a distance shader is set within the surface shader to the 'color function'. Reason for doing this in this case is that we are using a PF and another distance shader that will connect to our fractal terrain such that we are creating additional displacement to a part of our terrain. Now the test shader is employed to see if we have the mask (distance shader/PF) set properly for far distance and near distance - set properly meaning 'are the far and near numbers' giving us the masking we want. In our case, zero is set for near and another greater number set for far distance.

If your are easily confused Michael, don't feel bad, so am I. 

TheBadger

I would not have thought before t2 that I was easily confused. Thanks for the clarification though ;D
It has been eaten.

choronr

Here is the 'final'. Many thanks to Dune and Hannes for offering their help to attain better displacements in the distant area; and, their explanations of the nodes set up. The has been a great learning experience for me.