Multi Surface Shader Moon question...

Started by elipsis1, September 14, 2013, 10:52:41 AM

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elipsis1

What is the quickest and easiest way to create a moon with multiple colors to the surface?  I did a search but may have not put in the magic keyword...

I guess one way would be to just zoom out from the main planet and use that, but I typically like to have a shot from a surface not from "space."

Thanks so much for any ideas or help! :)


Oshyan

Your question is confusing, mainly because you suggest zooming out would help, but I don't understand how that changes the surface mapping at all.

When you say "moon", do you just mean basically a 2nd planet, or do you mean literally *the* moon (our moon), using a moon texture image? I will assume the first one.

So, you just add multiple surface layers, just as you would with the primary planet. When doing it on a secondary planet, the process is as follows:

Create your 2nd planet on the Objects layout with Add Object -> Object -> Planet

Assuming you're using Terragen 3, now you see it in your object list, and there's a + next to "Planet 02"; click that to expand and see the internal nodes

Now you see "Power Fractal Shader v3 01" or something inside the planet, click that and the node network on the right should center on it (inside the internal network of theplanet object)

Now, in the node network view on the right, right-click the Power Fractal Shader and in the pop-up menu, go to Surface Shader and choose Surface Layer; this should create a surface layer node *underneath* the Power Fractal (after it in the node network calculation, i.e. on top of it)

Just keep adding surface layers in the same way, basically, and color them how you want, adjust coverage, etc. You can of course add any other shaders you want in the same way.

- Oshyan

elipsis1

That is exactly what I was asking for!

Thanks!

elipsis1

Ok so I can breakup the surface shader using the fractal breakup and coverage sliders, however I am having trouble getting the colors to work with altitude limits / slope limits.  When I checked "use Y for altitude that obviously wasn't right.

Do I need to do something like compute normal or something for the altitude surface shader limits to function? Or perhaps my numbers just aren't jiving with the size of my planet?




elipsis1

I am attaching where I am at so far in this project to see if I can get any tips on how to improve the altitude limits on the color surface shaders, etc.  Anything.

Thanks

elipsis1

Here is a bigger render

elipsis1

Made some modifications; seems to be looking more "earth like"

I'm not sure which setting is causing the multi shading in the green areas?  Perhaps the "fuzzy zone" setting in the surface shader?

So much of my terragen life has been "tweak and render" so sometimes I don't really grasp the concepts a lot...

Perhaps I should re-visit the Wiki...

Anyway, thanks for any advice.



elipsis1

Also, I did put a "compute terrain" at the bottom of my moon, which seemed to allow me to use altitude limits in my surface shaders.

I think the problem now is that one solid color is quite fake looking, thus the need for more complex structure in the shaders.

Dune

You did some things wrong, so I modded your file a bit. Compute terrain needed to be before your surface shaders, among others.