Space Rocks

Started by WAS, September 09, 2020, 12:16:22 PM

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Kadri

I used only transform nodes when i had a similar problem i think.

If i remember right Ulco said to use a Simple shape shader... Not sure.
I will have a look at that thread.


WAS

Hmm I'll have to give that a try. If not I think you gave me idea to use similar, but convert all the data to scalar, and rotate that and the colour shaders seperately and recompile.

Kadri

#18

If it gets too hard just move, rotate your camera if possible.

WAS

So a transform input shader doesn't work, either with scalar or regular. It just seems to move around the noise creating a liquid blob liken effect, it doesn't rotate at location. Very strange.

I would do a rotation of camera but I think I'd need to setup a rail system elsewhere and I'm not even sure where to start there gotta learn about cameras in blender or something.

Kadri

Point zero problem maybe?
If your object is outside 0,0,0 first transform it to there and then use another transform node to get the desired move.
I think we talked earlier about something similar...not sure.

WAS

That could be. It's at default location ratio. So polar boundary box is at 0,0,0 (50000m radius at 0,-50000,0 location)

WAS

Rendering out the blob in 360 just to see how silly it is, than will zero out the loc.

Kadri

I think your scene will work.
If not then i can do the camera move if it is not complicated by the way.
Just a very basic scene would be enough you know.

WAS

Weird. So it must be some sort of shader issue. It does look like the main geometry displacement is rating, but everything else is translating out of scale or something weird.

I was hoping to just be able to look at the thing in 360 from a stationary camera. Curious what the issue is. Texture Coordinates? Seems they break intersect underlying too. Hmm.

It's weird the craters are acting like they are in final position, without it being used (besides the end transform node), and I was sure, and checked, that I was using Get Position in Texture.

Kadri

Can't say much about in general. But you might get the craters at least moving like you want by using a SSS like Ulco said.

Kadri

If there is a big crater that could be a problem too by the way.

WAS

I'm not sure I understand the simple shape remedy? Just like, add one after the craters displacement? The craters are voronoi vector based with the add scalar method.

Texture coords aren't the issue, though without they the issue seems worse.

Kadri

Quote from: WAS on September 11, 2020, 12:12:42 AMI'm not sure I understand the simple shape remedy? Just like, add one after the craters displacement? The craters are voronoi vector based with the add scalar method.
Mine were just standard craters can't say if it will work for you. But yes just put a big simple shape shader after the craters.

WAS

I'll give it a shot, can't hurt. I feel like I'm doing something wrong but I just can't spot anything. It "should work" by what I can see but I feel I'm overlooking something.