warp, but not everywhere

Started by Dune, July 22, 2016, 07:35:12 AM

Previous topic - Next topic

Dune

I can't get my head around something. I have a simple shape line (road), want it warped (alongside a river), but in a certain area (masked by soft simple shape) it shouldn't be warped, but straight. The localized straight SSS-line should gradually blend into the warped line. I don't want to (and can't) use a painted mask.

The yellow box is supposed to be soft area for the straight line.

If anyone can solve this, I'd be eternally grateful.

AP

I did a quick test but it seems difficult to have it blend from the straight to the warped parts.

Hetzen

#2
If you can get a scaler value out of the displacement warping your SSS road, then use another SSS where your yellow box is, compliment the output (so the yellow area is black) and multiply this with your displacement scaler value, which then goes into a displacement shader back into your warper.

Does that make sense? Should work.

Probably Smooth Step on the edge profile will make a better blend.

<terragen_clip>
<surface_layer
name = "Surface layer 01"
gui_use_node_pos = "1"
gui_node_pos = "-1680 340 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
apply_colour = "1"
diffuse_colour = "0.5 0.5 0.5"
colour_function = ""
enable_test_colour = "1"
test_colour = "1 0 1"
luminous = "0"
luminosity_multiplier = "1"
luminosity_tint = "1 1 1"
luminosity_function = ""
displacement_direction = "1"
displacement_multiplier = "1"
displacement_function = ""
displacement_offset = "0"
smoothing_effect = "0"
smoothing_amount = "1"
child_layers = ""
coverage = "1"
fractal_breakup = "0"
breakup_shader = ""
fractal_contrast = "0"
invert_breakup = "0"
only_breakup_colour = "0"
blend_by_shader = "1"
blending_shader = "Warp input shader 01"
invert_blendshader = "0"
blend_as_coverage = "1"
limit_maximum_altitude = "0"
maximum_altitude = "1000"
max_alt_fuzzy_zone = "200"
limit_minimum_altitude = "0"
minimum_altitude = "200"
min_alt_fuzzy_zone = "200"
altitude_key = "1"
use_Y_for_altitude = "0"
limit_maximum_slope = "0"
maximum_slope_angle = "60"
max_slope_fuzzy_zone = "20"
limit_minimum_slope = "0"
minimum_slope_angle = "30"
min_slope_fuzzy_zone = "10"
slope_key = "0"
use_Y_for_slope = "0"
intersect_underlying = "0"
intersection_mode = "0"
intersection_zone = "2"
smoothing_scale = "0"
intersection_shift = "2"
min_intersection_shift = "-2"
fuzzy_zone_softness = "1"
>
</surface_layer>
<displacement_shader_to_scalar
name = "Displacement shader to scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-1520 740 0"
gui_group = ""
enable = "0"
input_node = "Power fractal shader v3 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
>
</displacement_shader_to_scalar>
<power_fractal_shader_v3
name = "Power fractal shader v3 01"
gui_use_node_pos = "1"
gui_node_pos = "-1520 800 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
seed = "25706"
feature_scale = "15"
lead-in_scale = "100"
smallest_scale = "10"
noise_octaves = "5"
noise_stretch_XYZ = "1 1 1"
apply_high_colour = "1"
high_colour = "1 1 1"
apply_low_colour = "1"
low_colour = "0 0 0"
colour_contrast = "0.5"
colour_offset = "-0.575"
colour_roughness = "0"
clamp_high_colour = "0"
clamp_low_colour = "0"
apply_displacement = "1"
displacement_direction = "1"
displacement_amplitude = "1"
displacement_offset = "0"
displacement_roughness = "1"
displacement_spike_limit = "1"
continue_spike_limit = "0"
adjust_coastline = "0"
coastline_altitude = "0"
coastline_smoothing = "30"
noise_flavour = "0"
ridge_smoothing = "0.1"
gully_smoothing = "0.1"
noise_variation = "1"
variation_method = "2"
buoyancy_from_variation = "0.25"
clumping_of_variation = "0.25"
distort_by_normal = "0"
distortion_by_normal = "5"
lead-in_warp_effect = "0"
lead-in_warp_amount = "0.5"
less_warp_at_feature_scale = "0"
allow_vertical_warp = "0"
four-d_noise = "0"
four-d_noise_speed = "0.1"
reference_frame_number = "0"
blend_by_shader = "0"
blending_shader = ""
fit_blendshader_to_this = "0"
invert_blendshader = "0"
>
</power_fractal_shader_v3>
<simple_shape_shader
name = "Yellow Box Area SSS"
gui_use_node_pos = "1"
gui_node_pos = "-1320 800 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
type_of_shape = "0"
position = "0 0 0"
size = "200 100"
rotation = "0"
polygon_sides = "5"
draw_shape_edges_in_preview = "1"
apply_colour = "1"
apply_main_colour = "1"
colour = "1 1 1"
apply_edge_colour = "1"
edge_colour = "0 0 0"
colour_edge_profile = "1"
colour_edge_width = "20"
colour_edge_units = "0"
colour_position_key = "1"
apply_displacement = "0"
displace_relative_to_surface = "1"
displace_relative_to_shader_position = "0"
displacement_direction = "1"
displacement_amplitude = "1"
displacement_offset = "0"
displacement_edge_profile = "0"
displacement_edge_width = "50"
displacement_edge_units = "0"
displacement_position_key = "1"
>
</simple_shape_shader>
<complement_scalar
name = "Complement scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-1320 740 0"
gui_group = ""
enable = "1"
input_node = "Yellow Box Area SSS"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
>
</complement_scalar>
<simple_shape_shader
name = "Road SSS"
gui_use_node_pos = "1"
gui_node_pos = "-1740 740 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
type_of_shape = "0"
position = "0 0 0"
size = "5 1000"
rotation = "0"
polygon_sides = "5"
draw_shape_edges_in_preview = "1"
apply_colour = "1"
apply_main_colour = "1"
colour = "1 1 1"
apply_edge_colour = "1"
edge_colour = "0 0 0"
colour_edge_profile = "0"
colour_edge_width = "50"
colour_edge_units = "0"
colour_position_key = "1"
apply_displacement = "0"
displace_relative_to_surface = "1"
displace_relative_to_shader_position = "0"
displacement_direction = "1"
displacement_amplitude = "1"
displacement_offset = "0"
displacement_edge_profile = "0"
displacement_edge_width = "50"
displacement_edge_units = "0"
displacement_position_key = "1"
>
</simple_shape_shader>
<multiply_scalar
name = "Multiply scalar 01"
gui_use_node_pos = "1"
gui_node_pos = "-1500 640 0"
gui_group = ""
enable = "1"
input_node = "Displacement shader to scalar 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
input_2 = "Complement scalar 01"
>
</multiply_scalar>
<vector_displacement_shader
name = "Vector displacement shader 01"
gui_use_node_pos = "1"
gui_node_pos = "-1500 480 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
vector_function = "Build vector 01"
x_function_multiplier = "1"
y_function_multiplier = "1"
z_function_multiplier = "1"
reverse_function = "0"
x_offset = "0"
y_offset = "0"
z_offset = "0"
reverse_offset = "0"
final_multiplier = "50"
>
</vector_displacement_shader>
<build_vector
name = "Build vector 01"
gui_use_node_pos = "1"
gui_node_pos = "-1500 540 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
x_input = "Multiply scalar 01"
y_input = ""
z_input = ""
>
</build_vector>
<warp_input_shader
name = "Warp input shader 01"
gui_use_node_pos = "1"
gui_node_pos = "-1680 440 0"
gui_group = ""
enable = "1"
input_node = "Road SSS"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
warper = "Vector displacement shader 01"
>
</warp_input_shader>
</terragen_clip>

Dune

You're fast  :) But AP's solution wouldn't work (though it's a smart idea), as I need to use a 'normal' warp with a vector displacement shader (in order to keep the road an even width). Fractal warp won't do.
I will have to experiment with your solution, Jon.

Thanks guys!

AP

I have not used that new feature very much so it was a shot in the dark. No worries though.

Hetzen

I've just added a clip file in my previous post.

Dune

#6
That is so cool! The build vector is the thing that does it, great! Thanks a lot Jon.

My problem was to get a strongly winding road alongside a river straight through a Roman castellum and fit it to local paths and sandy areas around that castellum. I had quite some trouble with masks and rotated extra simple shapes to get it fixed, but this solution is way better.

Hetzen

That works !

Glad it's of use.  :)

AP

Excellent. That payed off well.    :)

Hannes


Dune

Thanks, wait till you see the final  ;) I need to add/build a bath house (Roman thermae), but it's hard to find some good information about Dutch designs (ground plan, images of reconstructions). I have to address some archaeologists, I guess.


Dune

I'll post it here then, just as easy. Rendered pretty fast: at 0.6 AA6 soft shadows 44 minutes, so I may even consider an animation some day. No compute terrain necessary of course, saves time. No defer atmo, but upped quality to 1 for 2 cloud layers one of which v3, the other v2, and 64 for atmo (at 4).
It needs some adjustments: a bath house near the entrance, better quays, I don't know about the creek transversing the river dune area, some adjustments to the fields and village....


Hannes

Outstanding! The lighting is absolutely natural.