Author Topic: Masking on vertical surfaces  (Read 243 times)

Offline mhaze

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Masking on vertical surfaces
« on: March 14, 2017, 09:56:26 AM »
Does anybody know a simple way of masking on vertical surfaces.  I want to having a controlled method of masking rock displacements.

Offline René

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Re: Masking on vertical surfaces
« Reply #1 on: March 14, 2017, 11:09:18 AM »
You could use a power fractal that goes through a Warp merge shader with 'use world space' checked, or use the Painted shader.

Offline bobbystahr

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Re: Masking on vertical surfaces
« Reply #2 on: March 14, 2017, 05:13:23 PM »
Does anybody know a simple way of masking on vertical surfaces.  I want to having a controlled method of masking rock displacements.

I've used an Image map through a Transform shader and rotate 90 degrees on the X to get the map to stand up. I also get the location for this masking by right clicking the terrain and pasting that into the shader's location box.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline Oshyan

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Re: Masking on vertical surfaces
« Reply #3 on: March 14, 2017, 05:58:25 PM »
Use Through Camera Projection or one of the side projection options in the Image Map Shader (X or Z, not Y), or a Painted Shader in 3D mode.

- Oshyan

Offline mhaze

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Re: Masking on vertical surfaces
« Reply #4 on: March 15, 2017, 09:22:39 AM »
Cheers all - thought I might have to go down the image map route.  Maybe the painted shader? more experiments to keep me occupied!  I've not tried Rene's idea, sounds interesting will have to play with that too.

Offline luvsmuzik

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Re: Masking on vertical surfaces
« Reply #5 on: March 15, 2017, 02:55:56 PM »
Heh, as we speak, trying to put a population in the cracks of your fantastic Columnar Rock share...I know you will get this one!

Offline mhaze

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Re: Masking on vertical surfaces
« Reply #6 on: March 15, 2017, 04:15:17 PM »
Sounds Fun!

 

anything