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Vue F.A.Q (Last Updated: 2025 Jan 30 6:52 am)



Subject: Tip: Altitude driven ecosystems


silverblade33 ( ) posted Fri, 17 June 2005 at 7:59 PM · edited Sun, 26 January 2025 at 6:45 PM

following on from the last item, it occured to me: drive the ecosystem in a material by altitude. Thus trees low down but not high, without needing to make a mixed material etc. I found this tricky. Invert filter didn't work for me in this by the way. Edit Density of the eco material Input-Altitude and then Filter-Map to Density output. to achieve eco items at HIGHER altitudes the OUTPUT range must be such that the LOWER value must be less than the UPPER value. For eco items at LOWER altitudes the OUTPUT range must be such that the LOWER value must be greater than the UPPER value. Additonal note: the closer the two numbers are to each other, the more the ecomaterials will be thinned out, if the numbers are far apart, the ecoobjects will have a sharp edge to their distribution. Hoep that makes sense and works for you :)

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silverblade33 ( ) posted Fri, 17 June 2005 at 8:03 PM

file_257483.jpg

I use red spheres as easy way to check eco systems, here's cheapo render with trees instead to look a bit liek what you maybe after ;)

"I'd rather be a Fool who believes in Dragons, Than a King who believes in Nothing!" www.silverblades-suitcase.com
Free tutorials, Vue & Bryce materials, Bryce Skies, models, D&D items, stories.
Tutorials on Poser imports to Vue/Bryce, Postwork, Vue rendering/lighting, etc etc!


lanaloe77 ( ) posted Fri, 17 June 2005 at 9:13 PM

How interesting. Thank you for sharing the info.

Sometimes I put dummy objects in the way of the ecosytem to control the output of the eco and take advantage of the decay near foreign object selection to control the ecosystem. Then I delete the objects. Sometimes I move the objects out of the way or scale them under the ground plane in case I need them again. Anyway, thanks again. Your knowledge is helping me understand vue much better.


dburdick ( ) posted Fri, 17 June 2005 at 10:38 PM

file_257486.jpg

Nice job. Here's another way to to do this that may not require as much fiddling with the map filter (see Figure). I used the same filter for the distribution of the objects and the coor of the terrain so that you can see what the 1's and 0's are doing.


Mazak ( ) posted Sat, 18 June 2005 at 6:00 AM
sittingblue ( ) posted Sat, 18 June 2005 at 9:25 AM

This is fascinating research. Thanks very much for sharing.

Silverblade33,
On your first graphic, I would change the descriptions to:

"For low-altitude eco-objects, the upper-value must be of less magnitude than the lower-value".

"For high-altitude eco-objects, the upper-value must be of greater magnitude than the lower-value".

Is that correct? Thanks again. :)

Charles


silverblade33 ( ) posted Sat, 18 June 2005 at 10:44 AM

gah yer right! sorry sick as a parrot in RL so rather prone to mistakes :>

"I'd rather be a Fool who believes in Dragons, Than a King who believes in Nothing!" www.silverblades-suitcase.com
Free tutorials, Vue & Bryce materials, Bryce Skies, models, D&D items, stories.
Tutorials on Poser imports to Vue/Bryce, Postwork, Vue rendering/lighting, etc etc!


silverblade33 ( ) posted Sat, 18 June 2005 at 10:51 AM

file_257488.jpg

there, fixed it :) Dburdick does great work on the functions! jeesh never occured to me to directly connect it to altitude...

"I'd rather be a Fool who believes in Dragons, Than a King who believes in Nothing!" www.silverblades-suitcase.com
Free tutorials, Vue & Bryce materials, Bryce Skies, models, D&D items, stories.
Tutorials on Poser imports to Vue/Bryce, Postwork, Vue rendering/lighting, etc etc!


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