Rectangular Noise

Started by Hetzen, March 09, 2010, 11:28:51 AM

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Tangled-Universe

Quote from: Dune on October 10, 2014, 10:05:38 AM
...Lots of possibilities, but my main wish would be to displace a (let's say 45ยบ) angled slope (into any direction) into straight vertical blocks......  that would be quite something!

So you mean the issue that this stuff only works on a flat plane which faces exactly X, Y or Z, right?

This issue is HUGE.

TG just isn't 3D in regard of how it handles the noise for the terrain. It's carpet....

Warping your function with the terrain before you displace your function, doesn't work.
Warping the "get position" result with the terrain and using that as input for your noise function, doesn't work.

How on earth can we do this?

If I can make this work I can finish my current freelance job in 2-3 weeks instead of 2-3 months. It would make TG life so much easier.

mhaze


j meyer

Something I noticed is that at least mogns files miss the 3rd axis
and of course you'd need that to produce rectangular noise on every side.
But even this wouldn't be a solution for the problems caused by the
aforementioned stretching.
Unless we get localized partial subdivision of the mesh (the planet is a
procedural sphere,remember) or another nifty solution we have to use
TGs displaceable objects or cheat somehow,I'm afraid.
Just my 2 cents.


TheBadger

Martin,
Well, you got some pretty nice looking displacements too!   8)

On the problem thats been discussed. I am up to speed now ;D actually I saw this right away when I changed the squares into rectangles and looked at my terrain from high up. Pretty clear now after re reading everything.

So you guys all agree that a tool or feature has to be added to TG to make this work without changing the direction of the noise for different shots?..

There is no possible way to build the noises differently so that they work better with this issue in mind (perhaps not solve it, just work better)?.. Worth asking at least. Perhaps something can be done? Still think there is more exploring that can be done in the building of noises by those who can do that... Just speculating.

Aree with J on the object. Remember John's "Tower Tutorial" I have been meaning to revisit that with these new solutions, and the new objects in TG. At the very least it will be a less complex way of playing with all of this (just one object VS a whole planet, or even a Heightfield). Also there was all of those threads on rock spires, I need to look back at all of those now too. Lots of reading for me to do today.
It has been eaten.

Dune

#94
At one point I had added the third dimension to mogn's beveled rectangles, saved it as clipfile, but when I later opened it, the extra blues were missing. I probably didn't select the all before saving. I have to do the trick again (it's not hard, just copy the stuff that goes into the X and Z and do the same for Y).
So then you have squares in 3D... but then comes the hard part, having the angling surface 'fill' by displacement to the max of the white or grey in the squares. I do have another idea, but have to test that... testing now....

edit: if anybody else is in for testing, why not try masking a strata shader by mogn's beveled squares in all sorts of combi's.

j meyer

Ulco is right it's really easy to set up.

Here is a simple example.
Didn't bother to fine tune it in any way.

[attach=1]

[attach=2]

Just to illustrate the problem.
Maybe converting to vectors would yield better results,
don't know.Busy with other time consuming stuff.

j meyer

Forgot to add the tgd.
Which doesn't use mogns set up btw.

TheBadger

Thanks J, just downloaded. Will get into your head today sometime.

Is this not so interesting as I think it is? I just am having a blast seeing the completely different results people are getting. Same basic ideas, but if you look at the images here there are completely different aesthetic and feel to the results. I just think that's fun man!
And really, despite my complaints, and the obvious work I have to do yet, I am really happy with some of the results I got already. On my BW image on the last page, I really like the weathered look I was getting. Got to try and keep that while fixing the other things... And that does get hard when every node seemingly effects every other node, and especially when there are a crap ton of nodes :P

It has been eaten.

Dune

Try this, funny walls can be made with a little experimentation...

TheBadger

TEhhehe ;D
It has been eaten.

choronr

You're not sick; but, you're not well...

TheBadger

Its just that previously to this thread I used hand drawn displacement maps for anything that others would use blue nodes for. ITs much better to use blue nodes.

I just learned a ton about TG in the last week is all. Or rather I can now make more practical, the things I understood in the abstract.

Still really cant construct my own functions yet. I understand the functions and most of the math. A rectangle is not exactly astro physics. But a blue node for each part of an expression just doesn't translate for me now. I would probably do better if I could just write things out in a text editor, but that is also in its self a time consuming learning indevor.

Another hard part of the blues, is that some nodes simply understand and pass on the data of the previous node so that it can be altered by the next node, and that becomes its own language... Then when you start back feeding nodes into nodes, so that several nodes have multiple connections, speaking/writing becomes almost non linear which makes no sense to me.

On the plus side, I am having a blast making small edits to the files posted here, and then mix and matching groups of clips. When I think of the clip files here as one node (where the group serves one purpose) then I make good progress using them to draw with.

Doubt I'll ever be an expert or anything, but I am being productive right now and that makes me feel good.
It has been eaten.

mogn

#102
Quote from: j meyer on October 11, 2014, 12:39:45 PM
Forgot to add the tgd.
Which doesn't use mogns set up btw.
Nice, But why do you use colour nodes, when it all end up in a displacements node which
takes a scalar input. Some trick: replace "add"("sin"(x),"scalar"(1)") by "complement"("sin"(x))
saves one constant and gives a nicer Network.
Now you use 19 blue nodes, I think it could be reduced to less than 15.

j meyer

mogn - I use color nodes,because I like to work in color space.
           As far as I know the displacement shader uses color space
           also.(before the compute terrain it can be very handy because
           of that,if I'm not mistaken)
           As for the trick you suggested I didn't understand what you
           suggest,sorry.
           Maybe the node network can be reduced,I didn't bother with
           that or any fine tuning or whatever,busy with other stuff,
           this was just a quickie.
           Moreover I don't have any mathematical understanding,so
           please excuse my "barbaric" approaches.
           

TheBadger

I like J's try here a lot. But if anyone can refine what it is doing even further that would be very cool.
In general (but not always) the fewer nodes the better IMO.

I believe you guys have taken me pretty much where I want to go on my current project as far as this topic go's. But I have many plans for these noises. I have a stack of ideas that I could not do before, so any refinement for ease of use and look, would be great!

Hope you guys continue. I will post some images of how I am using your noises in a while. I am using several. My node tree looks like a crack head made it, but it works, so I don't mind my mess ;D

8)
It has been eaten.