Gravity or push-pull warp, vortex warp and blur requests

Started by FlynnAD, June 10, 2020, 11:28:54 PM

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FlynnAD

Hi to all,

I am using version 4.1.25, which is old compared to the 4.4.67 current version, so I do not know if new functionality has been added:

1) Is there a "black hole" or a "gravity" warp node that acts similarly to the Vortex Warp node? What I am looking for is a way to pull noise towards (or push away if you changed the +/- amount slider) a location. Rather than swirl the noise clockwise like the Vortex Warp, this would be a radial in/out warper.

1b) Better yet would be a Pull or Push warp node that could use a bitmap image as the start point rather than a singular x,y,z point, so that you could push or pull from a squiggly curve, like a magnetic line force. This could be used to pull noise lines towards a river curve, and the river curve is based upon a painted bitmap. You could also use it to push away snow from an alpine peak.

2) Is there any capability to mask the Vortex Warp node? All the Vortex Warp node has in version 4.1.25 is an input slot. There is no mask shader input, which would be very helpful to slow down or eliminate the curl on a portion of the vortex.

3) Are there any blurring capabilities (such as Gaussian blur or simple blur) in TG? I'm looking to soften/blur noise in different circumstances. Perhaps you can do this by using another noise node and passing the first through it, but I do not know how.

If not, may I request these be added to the Planetside wish list?

Thanks,
Matt

Dune

1. No. Would be a handy feature though. Maybe with some very smart warping (by simple shapes, you can get something done, but it would be fickle. Perhaps there's a blue node way, but I'm not aware of one.
2. Not that I know of either.
3. Here I can be positive; there's a smoothing filter, one of the shaders.

WAS

Quote from: Dune on June 11, 2020, 02:27:10 AM3. Here I can be positive; there's a smoothing filter, one of the shaders.
This only works on shaders, and only if downstream "Obey downstream smoothing filters" is checked. It would be nice if this also allowed the roughness of shader noises/disp to increase.

A pinch/push filter has been requested (by me, and others). Hopefully one day.

Tangled-Universe

Yes indeed, but if you wish to do so then you can kind of invert the workflow by removing those higher octaves and subtract the result from the original. The resulting higher frequencies you can then add back to the original.
Yes I know...cumbersome.

cyphyr

Possibly not *exactly* what you're after but a similar effect can be achieved with a redirect shader plugged into a warp shader.

The attached sample is made with simple shape shaders but you could use an image map just as well.

Redirect.JPGre-direct.tgc
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune

That is indeed what I meant, but it also distorts, which is too bad.