Author Topic: Cirrus sunrise  (Read 744 times)

Offline luvsmuzik

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Cirrus sunrise
« on: November 10, 2017, 10:35:15 AM »
Trying to replicate a phenomenon.
Screenshot of node network.
Thanks for the hint on the setup Dune. I got this far but I am missing something, as I do not get the curves in shader preview like in the simple road setup. (Yes, I see the similarity) ;D

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #1 on: November 19, 2017, 03:19:52 PM »
Dune, why do my curves not transfer?

Offline Hetzen

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Re: Cirrus sunrise
« Reply #2 on: November 19, 2017, 05:39:32 PM »
You need to use a Get Position In Texture instead of the Get Position node. The latter works on final render position, the former allows you to distort the position call.

Offline Hetzen

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Re: Cirrus sunrise
« Reply #3 on: November 19, 2017, 10:36:18 PM »
Also, I just noticed, you should try and plug your Sin Scaler 01 into the input of your Warp Input Shader 01 and bypass the Transform Merge Shader 01, that will allow your vector displacement to warp the Sin function set.
« Last Edit: November 19, 2017, 10:38:04 PM by Hetzen »

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #4 on: November 20, 2017, 02:19:24 PM »
Thanks Hetzen! I tried that w/o the transform merge and voila! I got some very cool patterns that I want to try elsewhere, especially with a low scalar on the sin side. Psychedelic fractals!
WIP I will add some more vegetation to pick up the highlights.

Offline Lady of the Lake

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Re: Cirrus sunrise
« Reply #5 on: November 20, 2017, 04:18:51 PM »
These clouds are awesome.  Glad you guys got it figured out.  Way too complicated for me. 

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #6 on: November 20, 2017, 04:23:18 PM »
These clouds are awesome.  Glad you guys got it figured out.  Way too complicated for me.
Thank you!
My profile picture is done with an image map mask.....I can make a trillion of those a day, but this node stuff is fun too!

Offline Hetzen

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Re: Cirrus sunrise
« Reply #7 on: November 20, 2017, 06:45:55 PM »
Awesome, glad you got it working and looking good. I agree, it is fun working with these blues, especially when creating abstract stuff.

You can do all sorts of things with that network. You can get the negative values of a sine curve to be always positive by adding an Abs(olute) Scaler after the Sin node, that will give you constant bumps. A bit like Perlin to Perlin Billows.

You can also Add to the 'X to Scaler' node another PF, distorting the position input, which will 'warp' the sine pattern in a similar way you've used the Warp shader for the above. I'd put a Multiply Scaler in after the PF to make the position distortion more than 1 meter if you did decide to try that.

Lady of the Lake.
It doesn't have to be complicated using blue nodes. You can simply mix two PFs just by putting them both into an Add Scaler node for example. Or get marble like patterns by swapping out the Add with a Difference Scaler. You don't need to know math to do that. Try a few simple things out. The node preview window inside each node, is useful to see how your pattern is changing through the network, and before you know it you've made a great texture.

Offline Dune

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Re: Cirrus sunrise
« Reply #8 on: November 21, 2017, 06:51:58 AM »
Yes, I think a lot of people are a bit too 'afraid' of blues and don't touch them by principle. They're very handy as an addition.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline bobbystahr

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Re: Cirrus sunrise
« Reply #9 on: January 14, 2018, 02:08:31 PM »
Love this forum and even though I haven't asked the question I have learned some good stuff reading the replies....well done on that Hetzen, most encouraging....and a fine image evolves from confusion...3 cheers!
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #10 on: January 15, 2018, 10:56:59 AM »
Thanks all!

Added a second pink atmosphere with height at 500.

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #11 on: January 15, 2018, 11:03:09 AM »
Here would be the vector displacement at 20 for x , and sin scalar at -100. Surface layer mask with restraints.

Now that is different! ;D

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #12 on: January 31, 2018, 12:06:05 PM »
Going to see what kind of a mess I can make here.
Question: When using the Distance shader, I connected to final density modulator on my cloud, then attempted to use another camera. My radius for clouds is 100000. I set far distance at 600006000. ***EDIT Now adjusted to 20000.  I rendered with default camera. Am I doing that right? I want to fade the far ripples.

When I first attempted this I thought I had nothing....I did a render and I finally see...little tiny waves so close together it looked like fine corduroy. I had to multiply scale by 100 and then zoom the preview control box out to see it.

John Denver would have not sold many recordings of "Thank turtle I'm a country boy"
« Last Edit: January 31, 2018, 02:23:42 PM by luvsmuzik »

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #13 on: January 31, 2018, 12:46:17 PM »
Added power fractal after x to scalar
One step at a time  :)
how or could one incorporate a boolean?

Offline luvsmuzik

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Re: Cirrus sunrise
« Reply #14 on: January 31, 2018, 02:17:37 PM »
reverse x vector displace
masked the power fractal and then masked that mask perpendicular to cut some lines