Painted Shader Oddity

Started by cyphyr, June 15, 2009, 09:38:42 AM

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cyphyr

Hi Gang
I'm using a Painted Shader to define the area of effect of a Strata and Outcrop Shader. I'm using the same shader to define the Colour of said outcrop but they are in different places.
Why and how xcan I fix it ?
Any ideas or light to be shed on this would help immensely :)
Thanks
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

FrankB

what happens if you paint a little furhter south in your preview? I have a suspicion that you haven't hit the walls in the background, and I can already see that you haven't hit the foreground strata steep areas.

Regards,
Frank

cyphyr

No the painter shader is in the right place, if I move it further "south" then the cliffs will land in the middle of the river. Is there a reason why the area defined  by the Painter Shader is different whether its applied to a displacement (strata and outcrop shader) that to a simple colour placement ?
Just dont make sense. Surely the area displaced is the area coloured?
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

FrankB

if you're sure the painted shader is being painted at the correct spots, my last guess would be that you may have painted it in the preview before the preview reached 100%?
Maybe then you would have painted onto coordinates that would be displaced later in the preview generation process, hence are being placed elsewhere in the final render.
I just wildly guessing.

Regards,
Frank

cyphyr

Sorry, but your not getting my point here, the painted shader is used as a blend shader on both the colour and the displacement so it can't be in the wrong place. It don't matter where it is, its the "hole" through which colour and displacement are "projected".

I can move it about anywhere I like, that's not the point.

I'm just wondering why displacement is treated differently than colour.

Think I'll try a different approach :)

Thanks :)

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

FrankB

sorry Richard, I should read / look more thoroughly.

Hetzen

What's your Compute Terrain patch size? Could it be that 20 is too large for this, so 1 might help.

Oshyan

The Compute Terrain is changing the normals and thus the way the Painted Shader references that part of the scene. Once the terrain is displaced, the placement of the painted shader (assuming PlanY here) will change from the undisplaced terrain you probably originally painted on. I'm not positive this is what is going on, but it seems likely.

- Oshyan

Dune

Talking about the patch size of compute terrain, I had a simple height restriction in a surface layer (mud from 1.2 to 1.7m), but it had 'slided' sideways from the creek, thus not corresponding with the actual heights visible. Only after I opened the CT and changed patch size to 0 (zero), it slided back. But isn't that weird?

---Dune

neuspadrin

Quote from: Oshyan on June 16, 2009, 02:07:56 AM
The Compute Terrain is changing the normals and thus the way the Painted Shader references that part of the scene. Once the terrain is displaced, the placement of the painted shader (assuming PlanY here) will change from the undisplaced terrain you probably originally painted on. I'm not positive this is what is going on, but it seems likely.

- Oshyan

I agree with this idea.. often now I have moved my displacement shaders into the terrain area right before compute normal such that i can colorize and populate more accurately ;)

Matt

Is your painted shader's projection set to Plan Y? If so, everything should line up (well, almost...). With other projection modes you'll run into problems because the displacement causes the terrain to be in a different place when it comes to apply the colour (because they are computed at different places in the displacement pipeline). Plan Y should be OK though, as long as the displacement is along Y. But if you terrain is far from 0,0,0, it may not be displacing exactly along Y and that could also explain the difference. I'd like to see a .tgd if possible.

Matt
Just because milk is white doesn't mean that clouds are made of milk.