Forum: Vue


Subject: Heightfield Integration Tutorial

eonite opened this issue on Jun 22, 2009 · 59 posts


ArtPearl posted Thu, 25 June 2009 at 9:18 AM

Thank you:)
I think the crossing over of lines make it look like its complicated, but if you follow one branch at a time it isnt that hard.
The starting point is just deciding what needs to be done:

  1. the fractal terrain and the 'affected area' branch  need to be multiplied by Kscale
  2. In the texture map: the scale needs to be multiplied by 1/Kscale;
                                       the origin(Kx,Ky,Kz)  needs a sign change and needs to be multiplied by 1/Kscale.
    So you  just calculate the conversions at the beginning and connect to all the right places:)
    The other parts - Composer turns individual numbers into vectors as expected by the following nodes.

The only place I had problems was that I cant use the 'opposite'  node on a vector, or multiply a vector by a negative number. Bizarre ! I would classify this as a bug or at least a design flaw, but I would need to check a bit more.

I think it should only take me a few minutes to turn it into a meta node, but I dont have time probably till the evening (US mountain time). I did see the group option, you are very right really useful.

"I paint that which comes from the imagination or from dreams, or from an unconscious drive. I photograph the things that I do not wish to paint, the things which already have an existence."
Man Ray, modernist painter
http://artpearl.redbubble.com/