Displacement Intersection

Started by Dune, April 22, 2014, 02:27:52 AM

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Dune

Not a very nice title for a shared image, but there's something about this one that I don't like. I wonder how some of you guys handle DI if restricted to certain areas. I tried an SSS, a distance shader and height with very big fuzzy zone, but there's always a line (about halfway here). I didn't want the snow remains to extend into the valley.
I also noticed that if I had a fake stones layer after DI surface layer (restricted to low areas), there was a very pronounced dark band. So I moved the fake stone layer before the DI layer, and that worked. But still the DI line....

choronr

Without an explanation to the issue you explain, all I can say that this is a pleasing image.

Kadri

#2

Ulco lately i rebuild a scene from zero because of this kind of appearance.
Probably because of the nature the "Displacement intersection" works
i had an unwanted displacement parallel to the Simple shape shader.

It could be changed maybe with different values or other nodes.
But i could not find a setting i was satisfied and the scene changed too much from what i wanted.

For an image only scene i would use postwork and would done with it.
I was making it for an animation so i build the scene in a different way without Displacement intersection.
The look is different unfortunately.

Have you tried it with a bigger Simple shape shader and one smaller in the middle of the big one and-or together with a merge node ?

oldm4n

like choronr, I don't see what you mean; I see just a great image

Dune

In the middle area of the lower hill, where there's no snow yet, is a thin broken-up, light line.
@Kadri: I'll try that, but I can predict the outcome (I think). The same happens if I use favor depressions with smoothing enabled. It's the smoothing that causes this artifact, but that's needed to smooth out the snow fields. There's another way of course, but I want it (snow remains) on one planet.

Kadri


Ulco maybe using an image as a mask is easier to get rid of that kind of problem?

Dune

I don't think there's much difference between a soft SSS and a white circle on black image map. Perhaps the clamping gives a too abrupt 'gradient' between infinity and zero (sort of), have to try that as well.

Kadri

Quote from: Dune on April 23, 2014, 03:10:42 AM
I don't think there's much difference between a soft SSS and a white circle on black image map. Perhaps the clamping gives a too abrupt 'gradient' between infinity and zero (sort of), have to try that as well.

But that was what i meant Ullco.
With a simple shape shader you are giving the mask a parallel edge with softness.
If you use an image that is different on that edges (not regular) it could hide that line better maybe.
Haven't tried it but merging the simple shader with a power fractal could do something similar maybe.
I wouldn't go too complex and tried it with a non regular image mask basically and see what happens.

Dune

Hiding it a bit, that may be worthwhile trying. I'd say a warped SSS would work in that respect, or even a warped distance shader. I'll have a go.

Kadri

Quote from: Dune on April 23, 2014, 09:53:56 AM
Hiding it a bit, that may be worthwhile trying. I'd say a warped SSS would work in that respect, or even a warped distance shader. I'll have a go.

Yes that is worth to try too.