I need a surface layer to stay within a heightfield shader.

Started by MortalSphere, October 27, 2009, 12:07:30 PM

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MortalSphere

I would like to create several heightfield shaders on one planet that have independent surface layers.

Is this possible?

inkydigit

not sure, what about using the distance shader with the camera placed at the centre of your required terrain, as the blend shader for the specific surface layers?

cyphyr

Quote from: MortalSphere on October 27, 2009, 12:07:30 PM
I would like to create several heightfield shaders on one planet that have independent surface layers.

Is this possible?

If you right click on the heightfield shader you can save the file as a .ter. You can also save it as an .exr which you could open up in photoshop (or similar) change into a normal .bmp and then use that as a blendshader for your individual surface layers. As long as the image shader is set to "Plan y" and the dimensions and positions match your initial heightfields then you will have a surface layer for each heightfield. :)
hope that helps
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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inkydigit

Quote from: cyphyr on October 27, 2009, 01:49:09 PM
Quote from: MortalSphere on October 27, 2009, 12:07:30 PM
I would like to create several heightfield shaders on one planet that have independent surface layers.

Is this possible?

If you right click on the heightfield shader you can save the file as a .ter. You can also save it as an .exr which you could open up in photoshop (or similar) change into a normal .bmp and then use that as a blendshader for your individual surface layers. As long as the image shader is set to "Plan y" and the dimensions and positions match your initial heightfields then you will have a surface layer for each heightfield. :)
hope that helps
Richard
using the image map shader, surely a white square would suffice?

cyphyr

It would indeed but (or maybe "and") using both might give better or more interesting coverage :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

inkydigit

Quote from: cyphyr on October 27, 2009, 02:05:02 PM
It would indeed but (or maybe "and") using both might give better or more interesting coverage :)
Richard
true!
:)

MortalSphere

So if I'm following you guys correctly that blendshader then mask out only one surface layer? And then I could create another blendshader to mask out a different surface layer? I guess I should open up Terragen and try it out.

inkydigit

you can use it on as many layers as you need for that specific terrain
:)

Jack

or you can just do a rough yet quick mask with a simple paint shader
My terragen gallery:
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