Author Topic: question about mask  (Read 751 times)

Offline treddie

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Re: question about mask
« Reply #15 on: October 20, 2017, 11:18:12 PM »
Sorry for the delay in getting back.  Very busy lately.

So just because I have a high contrast preview that looks like a good mask, it's not necessarily.  It could just be altitude information?  But then I can convert that to a grayscale "bitmap" and use THAT as the mask?

But if I use a distribution shader to confine to a particular band in the terrain, why cannot that be used to tell  the displacement shader to only let displacement info through that lies in that band, and everything else is either black or pure white?  Since every point in the displacement "map" signifies precise points above the initially flat terrain surface.  Ergo, somewhere in the pipeline, those scalar displacement values are keyed to points of altitude.  No?

Offline Dune

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Re: question about mask
« Reply #16 on: October 21, 2017, 06:49:30 AM »
Quote
But then I can convert that to a grayscale "bitmap" and use THAT as the mask?
Yes, but that would need a render of that mask and reimport in an image map shader. You'd have to figure out the projection then.

The scond point only works if you use it in the same line to the planet input, so the main line of shaders, because that's where the band is calculated from. Not in a lake or so.
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