Rainbow Maze

Started by rcallicotte, October 31, 2007, 03:45:05 PM

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rcallicotte

There are a few things I'd like to change about this, but one I'm not sure about at all.  This is the walls - I'd like them to be textured like the stones on top, but I'm not sure how I could do something like this.  Any ideas?

So this is Disney World.  Can we live here?

dhavalmistry

you could clamp the function to remain on flat surfaces and make another function for walls...

nice work!
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

j meyer

Do you think something like the attached could help?

rcallicotte

j meyer - How did you do that?  I'm playing with this now, but am not finding a way to clamp anything.
So this is Disney World.  Can we live here?

j meyer

I don't remember to be honest,too long ago. ;D
But you can take a look at the files and maybe
you'll find a way to utilize it.

rcallicotte

Thanks j meyer.  I'm on my way...
So this is Disney World.  Can we live here?

efflux

Calico, You've got the different coloured stones sorted which is cool. There is some problem with your displacements which is creating the steep steps. You have to avoid displacements that create sudden steps like this or you get the effect in your render. TG2 wasn't really designed for total vertical faces like that. During experiments on the voronoi thread this problem cropped up to some degree on many functions. It looks to me like those big steps are also voronoi. Whatever you do don't use the voronoi 3D cell function for actual displacements. If it goes anywhere to create a displacement you'll get those horrible steps. I suspect this may be what is happening in you scene. It's good for other purposes like the multiple colours for stones. The voronoi 3D cell creates flat steps, this means those different values can be used to blend different colours (or surfaces or whatever) on each stone because each cell is one flat but unique value so your stone will receive individual colour right to its edge where the next stone and next voronoi 3D cell value change happens. You make the stones displace with another voronoi (i.e. the voronoi 3D dif scalar) that has a more suitable rounded shape but if the noise seed for both these voronoi is the same then they both match up perfectly. If you can understand that. My explanations may not be too clear.

It's all a case of easy when you know how. This same technique exists in Mojo yet nobody thought of it for years.

I like the way you've got those voronoi stretched up the cliffs, j meyer. Cool.

j meyer

I liked it too,but the broken shadows problem stopped me at
that time.Maybe one fine day...