colour bleed with fake stones

Started by mhaze, October 14, 2008, 09:02:47 AM

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mhaze

Hi all

I've searched the forums for a solution but none of them seem to work.

The ground colour is leaking through onto the cracked stones. I've included the tgd i would be grateful if you could have at look at it and see where I'm going wrong

rcallicotte

I've seen the same thing multiple times.
So this is Disney World.  Can we live here?

AndyWelder

I've learned to see it as a feature, not a bug, because it's looking more natural that way: Sand, rubble or vegetation don't stop at a certain height, there are always spots above a certain height where there is sand, rubble or vegetation....
Not very helpful, I know.
"Ik rotzooi maar wat aan" Karel Appel

Oshyan

Fake stones are just a displacement effect, they do not themselves control texture distribution. So how are you controlling the distribution of your texture - by slope, by height, or some other way? In order to *ensure* that your texture does not cover any part of your fake stones you would need to use the fake stones layer as an inverted blend shader for your texture.

- Oshyan

mhaze

Thanks Oshyan

I think that makes sense I'll have to experiment.

Mick

bigben

Try duplicating the fake stones node (without the shaders) and connect this into the blending shader node of the green surface, and invert the blending shader.

bigben

Quote from: bigben on October 15, 2008, 04:49:05 PM
Try duplicating the fake stones node (without the shaders) and connect this into the blending shader node of the green surface, and invert the blending shader.

Seems to work OK.

mhaze

#7
Thanks BigBen

This is having no effect at all on my machine I'm geting exactly the same results I'm using build 5(1.9.99.1)

Thanks again Mick

mhaze

Wierd just run it a second time and it works!!!!


bigben

The only other thing I can think of that migh go wrong is if the fake stones layer produces intermediate shades of grey in the mask. If this is the case, add a colour adjust node after the fake stones node being used as a mask and set the white level to 0.5  This should catch mosy other glitches (if they exist)

mhaze

I had two instances of terragen running one with the old version and one with the new. When I closed the old one I got a clean result. There must have been some sort of interraction between them. I'll try the colot adjust anyway.

Thanks for the help I've learn't a lot with this project.

Mick

bigben

Always make a copy of the file before opening up another instance of TG2