Combining SimpleShapeShaders

Started by j meyer, May 07, 2012, 10:47:38 AM

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bobbystahr

#45
here's a bit of what you CAN do, but it does require a fair bit of Paint shader work. I have included the .tgd but you will have to replace the image maps with what you have on your computer......The water in the circular structure uses image maps to control the density and colour ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

Something new to play with  :)  Masking roads over large areas has always been difficult with image masks

bigben

A line/polyline would be handy as well, but here's a quick demo of using a SSS purely as a mask.
One SSS, edge width = 1/2 shape width giving a symmetrical gradient from 0 - 1. The rest is done with colour adjust shaders and add/subtract functions.

bobbystahr

Ben...a while back someone posted a clip file on making wiggles in a road with SSS's...might have been dandel0 or Dune....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

I'll have a look... it can't be that hard   ;)

bobbystahr

hee hee hee...wiggles IN the road nor ON the road...LOL.....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist


bobbystahr

#52
yup...'twas dandel0...nope Dune...this is waht I was thinking of....

http://www.planetside.co.uk/forums/index.php?topic=13392.msg132117#msg132117
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

Both excellent topics, thanks.  What I'd ideally like to do is to trace over the real world positions of roads using an image overlay as a template. In my older work I did this in Photoshop at an affective resolution of 5m per pixel but this limits the size of the area you can cover and how close you can get to the road before it falls apart.

bobbystahr

Quote from: bigben on July 03, 2012, 05:44:04 PM
Both excellent topics, thanks.  What I'd ideally like to do is to trace over the real world positions of roads using an image overlay as a template. In my older work I did this in Photoshop at an affective resolution of 5m per pixel but this limits the size of the area you can cover and how close you can get to the road before it falls apart.
yeah, tried a bit of that as well but the resolution was only really good for extreme distance shots. You could add realism I found by once you had your terrain mapped, in top view you could paint wind breaks to drop trees on. this one worked not bad, masked roads and all...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

SUCCESS
Well I figured it out...I've posted the .tgd and will post the images next post...a bit of a D'oh moment as you'll see....I'll let the curious explore....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

Here's the images
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bla bla 2

hello, painted shader by the simple shape shader.


bobbystahr

very nice, but not what I was striving to and finally achieved. My goal was to independently texture each Simple Shape shader (SSs henceforth) with no texture bleeding or leaking into adjacent SSs layers. A bit of a complex/roundabout but I sussed it except for displacement which seems to bleed everywhere...only the very top SSs can have displacement it seems....my guess is that the SSs ers become in fact when displaced in the terrain editor, elements of the terrain and share a lot more than I'd like....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bigben

Hi Bobby

A couple of suggestions.
Use TIFFs instead of JPEGs if you want to use images for masks. 
Make the image just black and white (but you'll have to save it as greyscale to import)  025 has a couple of shades of grey as well.
In the colour tab of the image node, turn off smooth interpolation. This will be one cause of "bleeding"
The colour adjust node is your friend.   Have a look at the attachment