Shader array

Started by bobbystahr, March 27, 2015, 09:23:44 PM

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bobbystahr

So, I got your attention...Anyone find something/anything to use this for? Been trying and can't really grok it's intended use.
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Bobby Stahr, Paracosmologist

bobbystahr

Hmmmm...so no one at all has any ideas...how odd.....37 views and not a comment...disappointing that.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

billhd

One possibility, Bobby, is to create a few different size crater shaders and make an array element of those.  Maybe make a few different of these, and then some masks.  Then make an array of the arrays, can include rotations via the transform shader, and you will have some semblance of random craters esp. if seen from near ground level.  Otherwise it could be used for regularly arrayed things like cornrows. I think of the craters because I like space things. Off the cuff I forget if arrays may be warped, which could lead to interesting possibilities; I think they can't be.  Bill

bobbystahr

Hmmm, thanks Bill...but from what I've tried you can only assign one shader to be used by the array shader so you'd have an array of the same sized crater...I will continue tests and post here if I get anything interesting....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Ashley

#4
I use the Array shader to create coastal rocks.
These can be irregular as mentioned, plug a SSShader into an Array then pipe the array into a fractal warp shader.

Attached is a simple example  :)

[attach=2]

bobbystahr

Quote from: Ashley on April 09, 2015, 08:53:12 AM
I use the Array shader to create coastal rocks.
These can be irregular as mentioned, plug a SSShader into an Array then pipe the array into a fractal warp shader.

Attached is a simple example  :)

[attach=2]

Oooh, that's very cool, Bobby Like...this is what I was hoping for..inpiration as I seem to have developed an go nowhere block with the shader array. Thanks very much.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Got that working but it seems you can only populate on the Parent or the bottom left iteration of the SS shader...kinda useless that...oh well.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Matt

If you populate on a terrain that's built from a shader array, it doesn't work properly? I wouldn't expect it to be limited in that way. Can you show me a TGD?

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

Ashley

If it is a bug it would be good to know, but...

If placing the pop node after "compute terrain" doesn't work, then you could try the following.
"Bake" your node network, provided there are no major overhangs. I do this by converting the network to a heightfield, then saving out a ter file.
Read that back in and continue working.

The benefit is that you get a faster scene and any strange errors i.e pops not siting right or distribution node woes are taken care of because what you see is what you get with a heightfield ter.

Note: Baking out an 8K ter file usually gives enough resolution, and don't forget if you do this in stages you can still keep all your procedural working nodes.


bobbystahr

Quote from: Matt on April 09, 2015, 04:55:49 PM
If you populate on a terrain that's built from a shader array, it doesn't work properly? I wouldn't expect it to be limited in that way. Can you show me a TGD?

Matt


Bloody typical, I go and build the same idea from scratch for an example and now it works hunky dory. I think my error previous was I had my Load Terrain masked by a SS shader and that screwed it up; but really don't care as it works now. Thanks Matt...no example attached as no error.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Quote from: Ashley on April 09, 2015, 09:52:24 PM
If it is a bug it would be good to know, but...

If placing the pop node after "compute terrain" doesn't work, then you could try the following.
"Bake" your node network, provided there are no major overhangs. I do this by converting the network to a heightfield, then saving out a ter file.
Read that back in and continue working.

The benefit is that you get a faster scene and any strange errors i.e pops not siting right or distribution node woes are taken care of because what you see is what you get with a heightfield ter.

Note: Baking out an 8K ter file usually gives enough resolution, and don't forget if you do this in stages you can still keep all your procedural working nodes.



Good trick Ashley. Noted and file for future reference and as you can see fro my reply to Matt it was a PICNIC over here...heh heh heh...I'll take the senior's discount please....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Ashley

Lol, mask shader junk gets me every time too.  ;D