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To do the actual masking:

Easy Cloud has a mask input.

For the other cloud types you should mask the density shader(s) or use the depth modulator as a mask. If you have transition/fuzzy zones in your mask, then it might be better to use "final density modulator" because this will preserve the shape of the cloud in the transition zones, but it's slower to render.
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Yes, absolutely.

You can use a Distribution Shader to define maximum and minimum altitudes. If you want to specify world-space altitudes, change the Distribution Shader's "Altitude key" to "Final position".

If you prefer to specify altitudes relative to the cloud layer's altitude, then you can do this if the Cloud Layer has "Move textures with terrain" enabled. Then you can set the Distribution Shader's altitude key to "Position in texture/terrain" (which is the default). With Easy Cloud, relative altitudes are relative to "Cloud base altitude". For Cloud Layer V2 and Cloud Layer V3 they're relative to "Cloud altitude", which is the mid-point between the top and the base of the cloud.
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Surface Layer with colour input disabled (or use the colour as the density input)

https://planetside.co.uk/forums/index.php/topic,25956.msg257782.html#msg257782
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I am working on a cloud that I want to render out the top and the bottom in separate renders.  Is there a node/ function/ or combination nodes that can mask out the cloud vertically be selecting the elevation/height?
Thanks.
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Terragen Discussion / Re: Create solar flares with clouds?
« Last post by zepeu on Today at 07:27:45 PM »
Impressive star... Thank you !

I'll see if I understand something at the way you play with the shaders and try to adapt that :)

If some people have some other eamples, they are welcome to share ;-)
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Terragen Discussion / Re: Create solar flares with clouds?
« Last post by WASasquatch on Today at 06:42:24 PM »
You may find some help from my Glowing Sun with Prominence share.

https://planetside.co.uk/forums/index.php/topic,24436.0.html

I sort of gave up on the project as it takes awhile to preview just for adjustments on my machine. I have a v2 edit of it somewhere. I'll try to dig it out.

---

 Looking at your current approach, you may actually find interest in my Meta-Layer approach, and subsequently, what I just figured out, altitude variation for ML Clouds.

https://planetside.co.uk/forums/index.php/topic,25956.msg257782.html#msg257782

The key to create a Cloud Meta Layer for this type of approach is a cloud layer with a large Depth centered in your area of effect. For example, a depth of 5000 and a altitude of 2500 will fill 5000 meters from altitude 0.

You can than use a Surface Layer with the child input being your Density Fractal, and pipe that DF into your Breakup a well to control breakup in fuzzy zones to conform to your cloud shapes.

Than you create a distribution shader and limit it to your desired altitude in position in texture, which means the altitude values will not be accurate and take some playing around compared to Final Position (like what cloud layers themself seem to use). We need position in texture to be able to warp the Altitude/Y axis or anything else.

You can than do a Warp Input Shader on the distribution shader, and feed it a Redirect Shader with a PF assigned to the Y Input, here you can use displacement to vary the whole Cloud Meta-Layer on the Y axis.

Since you want to create solar flars, you'll want to mask the Distribution Shader with a elongated Simple Shape Shader, or maybe Perlin Ridges or Voronoi Ridges with colour offset.

.... I'll try and make an example.
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Terragen Discussion / Re: Redirect Shader Idea
« Last post by WASasquatch on Today at 06:30:10 PM »
This is basically what i wanted to achieve, just using a mask setup instead. Again, though, it would be nice to be able to offset XYZ by a PF colour/displacement without it creating warp effects, just redirection.

This setup allows the master Meta-Layer to use it's breakup to, well, breakup the fuzzy zone of the Meta-Layer Altitude, and fill the masked area with the density fractal, without the density or breakup being effected.
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Terragen Discussion / Create solar flares with clouds?
« Last post by zepeu on Today at 06:25:15 PM »
Hello world  :)

I am actually working on a funny project in which I simulate a sun's surface with a planet (had problems to make it create white colour and having it orange by the way :p ) and I'd like to create some solar flares passing in the scene and in the "far away".

Here are some examples :

https://duckduckgo.com/?q=solar+flares&iax=images&ia=images

Therefore, clouds seem like a good solution to produce this effect :)

I tried several things without success...
And I don't find any tutorial or any help to explain me how the different functions work... :'(

Could someone show/explain me how to deal with these clouds to make them look like solar flares?

You will find a "just the part we need" file joined here ;)

Thank you by advance :)
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Image Sharing / Re: New series of river works
« Last post by René on Today at 05:48:23 PM »
Ah well, the customer is always right...
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Terragen Discussion / Re: Redirect Shader Idea
« Last post by WASasquatch on Today at 05:24:16 PM »
Is something like this what you need?

Basically, Ulco. What I ended up doing is creating a distribution shader, and used it as the altitude limitations. Than I warped thag solid carpet of scalar which created my Y variation without warping the actual meta-layers breakup or child input.

And TU, scalar is 3d noise on X,Y,Z. So I simply want to be able to uniformly push that Y noise up and down, stretching its X and Z positions to follow Y, not warping them all based on displacement.

Think the Altitude Offset function. To be able to do this without all this nonsense would be great.

Also, the 2D Preview, because this shader warps, is an amazing way to see the tolerance of the warping.
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