Painted shader 1 over Painted shader 2

Started by aymenk2003, June 26, 2009, 07:13:26 AM

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aymenk2003

well I have a problem of painting...
I want to paint over a painted shader 01 as a see the painted shader 02 already painted, as a mask to limit my painting to a specific region ...
I m on a TOP view...
Le peu que je sais, c'est à mon ignorance que je le dois.

neuspadrin

can you clarify a little more?

from what i gather you want to be able to paint another shader that is confined by another painted shader while seeing where that painted shader is?  You could turn on the test color for one painted shader, and then start painting the other one and set it to use the first painted shader as a blending shader.

aymenk2003

not exactly that ...
I have three population or more...
as a density shader for each population I used a painted shader (3 pop -> 3P.shader)...
to avoid collision between these 3 pop I want to paint each p.shader, while painting I want to see where I m painting (to avoid collision)
Le peu que je sais, c'est à mon ignorance que je le dois.

dandelO

#3
Couldn't you use the same painted shader, and have the population using 'invert density shader'? You'd just need to erase the parts you wanted and invert that.

*EDIT: If the paint shader is bigger than the population bounding box, you just need to erase each part in each area that the new populations will be, I think you could do it with one painted shader.

Or, if you really do need multiple painted shaders, create a large enough object(sphere with 'visible to camera' unchecked) with its bounding box lined up along the edge of the previous painted shader's border. You could use a disc object for curved edges. Line the disc up over the first paint shader and use the 'inner radius' size until you are seeing the border, switch to the new painted shader and if you paint on the disc while it's just above the ground you'd get a nice clean edge to the paint while the outer radius will be the mask, then just delete/disable the marker objects...

aymenk2003

#4
The last method is obvious I'll try it thanks dandelO...
*EDIT:
I explain:
As template I've used "Masked Waterplane River - by dandelO" you know it, I've made some changes I've multiplied the all fake stone sizes by 10 , I've replaced the image map shader" Riverbed Displacement Function + Watermask" by a painted shader for my population of the tree Palm I've used the same painted shader by cheking "Invert density shader" the result was : a palm growing over a fake stone and in the river "your River" here's the render ...
* Orange lines :what I want.
* Yellow circle : What I don't want
Le peu que je sais, c'est à mon ignorance que je le dois.

j meyer

Hi,
since the painted shader can be used for coloring purposes wouldn't it be
easier to use your first one as a color also,that way you would see the
color in the preview and could paint outside of it.
Hope that makes sense  ;).

aymenk2003

#6
I've tried that but the color of each painted shader become visible only when you start painting...
may be i've missed something...
Le peu que je sais, c'est à mon ignorance que je le dois.

FrankB

one way you could go about this (although that requires a little work):

1 - create 3 surface shaders in your shader network at the end of the chain, before the planet
2 - plug each painted shader into the surface layer's blend shader input
3 - give the surface shader a color that stands out

This way, you see all three painted shader areas at the same time, even if you only edit one.

Frank

aymenk2003

That's what I was missing... thanks Frank...
by the way when I post a image sharing I'd like to get comments to see if I m really able to participate in the contest NWDA Gallery 
Le peu que je sais, c'est à mon ignorance que je le dois.

dandelO

Quote from: FrankB on June 26, 2009, 11:17:26 AM
one way you could go about this (although that requires a little work):

1 - create 3 surface shaders in your shader network at the end of the chain, before the planet
2 - plug each painted shader into the surface layer's blend shader input
3 - give the surface shader a color that stands out

This way, you see all three painted shader areas at the same time, even if you only edit one.

Frank

See, that is just TOOOOOO simple for a simpleton like me to see!  :-[ :D :D :D

dandelO

Lol, when I'd have you doing all this;
QuoteOr, if you really do need multiple painted shaders, create a large enough object(sphere with 'visible to camera' unchecked) with its bounding box lined up along the edge of the previous painted shader's border. You could use a disc object for curved edges. Line the disc up over the first paint shader and use the 'inner radius' size until you are seeing the border, switch to the new painted shader and if you paint on the disc while it's just above the ground you'd get a nice clean edge to the paint while the outer radius will be the mask, then just delete/disable the marker objects...

Who's advice would YOU rather take? I know who I'd pick! :D :D :D

aymenk2003

Sincerely dandelO the advice of FrankB was TOOOO simple
Le peu que je sais, c'est à mon ignorance que je le dois.

FrankB

absolutely, i have to apologize for these trivialities.  8)