eonite opened this issue on Jun 22, 2009 · 59 posts
eonite posted Mon, 22 June 2009 at 11:47 AM
Hi! First, sorry for not being more active on the forum. I am really busy getting some cool Vue stuff ready.
I would like to discuss a interesting technique which permits you to seamlessly blend from a fractal node based to a heightfield based altitude within the same procedural terrain. This is achieved by defining an area at the center of the terrain that blends from fractal based to greyscale based altitude generation.
An example scene can be downloaded here. (28 MB, because it includes a high resolution heighfield terrain) The scene itself is kept very simple so its easier to see the principle.
The tutorial below discusses the function of the terrain and requires some basic understanding of the function editor.
The reason why I am posting a tutorial here and not elsewhere is simply because this way communication is easier in case you have questions.
Load the scene file (it might require Vue 7).
eonite posted Mon, 22 June 2009 at 11:49 AM
The terrain you see is a procedural terrain with a size of 200km/200km.
eonite posted Mon, 22 June 2009 at 11:50 AM
eonite posted Mon, 22 June 2009 at 11:51 AM
eonite posted Mon, 22 June 2009 at 11:53 AM
1- Fractal function which defines the overall shape of the terrain. Here I used just one node. Of course this could also be a more complex set up.
2- Projected Texture Node. This part generates the heightfield. The Contrast/Brightness node below lets you scale and offset (altitude) the heightfield
3- This segment defines the area which blends-in the heightfield.
eonite posted Mon, 22 June 2009 at 11:55 AM
eonite posted Mon, 22 June 2009 at 11:57 AM
Since the Projected Texture node cannot be connected to the Multiply node it has to be scaled down separately. So the x/y scale parameters are set to 0.02 (1 by default).
Btw. for this example I used a terrain generated in World Machine 2 with a resolution of 4096/4096. You can load your own terrain, of course.
eonite posted Mon, 22 June 2009 at 12:00 PM
The rightmost branch of the function tree contains a Smooth Map node. It has 4 parameters. The top and bottom parameters should be left at 0.
The parameter "Input range/Upper value" defines the radius of the area where the heighfield appears. It`s set to 22 to make certain you dont have any edges from the greyscale map. But you can experiment with other values.
The parameter "Output range/Lower value" sets the area influence. I set it to 1 to achieve a full blending between the fractal part and the heightfield part.
Well, thats all :-)
Mazak posted Mon, 22 June 2009 at 1:16 PM
Mazak
Click on image for lager view!
Rutra posted Mon, 22 June 2009 at 1:59 PM
Excellent work indeed. Thanks for your generosity in sharing it with the community!
eonite posted Mon, 22 June 2009 at 2:00 PM
That looks impressive, Mazak!
I`m glad you appreciate the function and make use of it :-)
To me the main obstacle when using 2 separate terrains has always been the edges of the heightfield terrain. And even if you manage to get rid of those edges, there is still this sharp transition between the 2 terrains.
By using this function there is no need to hide anything and the transition will always be perfectly smooth.
eonite posted Mon, 22 June 2009 at 2:03 PM
Quote - Excellent work indeed. Thanks for your generosity in sharing it with the community!
You`re welcome, Artur :-)
Peggy_Walters posted Mon, 22 June 2009 at 2:49 PM
Excellent! This will really help with GeoControl terrains.
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FrankT posted Mon, 22 June 2009 at 2:54 PM
that's a very nifty idea, I'll have to investigate this - thanks a bunch ! :)
eonite posted Mon, 22 June 2009 at 4:51 PM
Quote - Excellent! This will really help with GeoControl terrains.
Glad you like that, Peggy. Im quite confident that this technique opens new horizons when using such terrains. What
s also nice is that if you hang in a Combiner node after the Projection Map node you can add a subtle amount of the fractal noise to the heightfield terrain.
volter posted Mon, 22 June 2009 at 4:54 PM
great tutorial, thank you
eonite posted Mon, 22 June 2009 at 5:00 PM
Quote - that's a very nifty idea, I'll have to investigate this - thanks a bunch ! :)
Your`re welcome, Frank.
The technique is not entirely new. In fact, there is a MetaNode accessible in the filters menu named "Flat Area". It is intended to be used with Infinite Terrains to create a flat area around its center.
eonite posted Mon, 22 June 2009 at 5:32 PM
Quote - great tutorial, thank you
You`re welcome :-)
I am happy you find it useful and also that I could give a little bit something back. Have spent hours with your tutorials and they are an excellent resource for all kinds of techniques.
Also, your relaxed way of handling the function editor really helped me to get into it myself.
silverblade33 posted Mon, 22 June 2009 at 6:48 PM
Wow, thank you for that!! that will also be awesome for putting volcanoes in landscape! :)
Mmm....
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chippwalters posted Tue, 23 June 2009 at 3:20 AM
eonite posted Tue, 23 June 2009 at 9:48 AM
My pleasure, Silverblade and Chipp :-)
Quote - Wow, thank you for that!! that will also be awesome for putting volcanoes in landscape! :)
Mmm....
Absolutely....and all that other stuff that works best with greyscale terrains.
... although I hope that one day we won`t need to use greyscale maps anymore. As mentioned elsewhere, the current Vue terrain editor lags way behind what other softwares, like GeoControl or WorldMachine, are capable of.
But let us not complain as long as there are ways to combine nice greyscale terrains with procedural terrains.
If we care to generate terrains in sufficiently high resolution, and as long as we are aware that for areas very close to the camera a procedural function is needed (to get enough detail), we are on the right track.
ArtPearl posted Tue, 23 June 2009 at 2:28 PM
Also, I seem to have generated a partial moat around the mountain on the left(see arrow. I suspect the numbers I used in the smooth-map node, but I dont know for sure.
Any advice how to get better control on my mountains? ultimately I would like to be able to define
the position, radius and height of each feature, without having to adjust additional parameters on a trial&error basis.
Thanks anyhow - even if I dont get it to work any better, it was quit fun!
"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."
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eonite posted Tue, 23 June 2009 at 4:24 PM
Hey, Im glad you
re having fun with it :-)
Your approach might work provided you find the right offset value for the 2nd terrain.
I have experimented with multiple terrains as well and found out that for some reason ( I do not have an explanation for this) the offset of the Texture Projection Map node has to be set to a minus value, if you offset the area with a positive value.
There is a recipe which works fine and which lets you have multiple features (which will all look identical if you want)
In short: you can use the function I posted. Add an Offset node above the Length node.
Lets say you want to offset the area branch with an Y value of 40.
In this case, with a Multiply node value of 50, you need to use an offset value of -0.8 for the Texture Projection Map node.
I will add more info tomorrow or so (It`s late here in Switzerland and I need some sleep).
(just edited my post):"In this case, with a Multiply node value of 50, you need to use an offset value of -0.8 for the Texture Projection Map node."
ArtPearl posted Tue, 23 June 2009 at 6:50 PM
(or wait till eonite wakes up:) )
"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/
eonite posted Wed, 24 June 2009 at 7:02 AM
At least you managed to create black holes in Vue ;-)
Below is a screenshot showing the new function. I just added some nodes for the additional heightfild. The left side of the function is identical to the previous function tree.
eonite posted Wed, 24 June 2009 at 7:04 AM
You can also see that the "old" branches are connected to the Blender input "0" of the second Blender node.
I also marked the Offset node which offsets the new area.
eonite posted Wed, 24 June 2009 at 7:12 AM
eonite posted Wed, 24 June 2009 at 7:24 AM
eonite posted Wed, 24 June 2009 at 7:29 AM
No black holes, just terrain...
ArtPearl posted Wed, 24 June 2009 at 12:36 PM
My function was exactly the same as yours. The only difference was that I didnt have the '-0.8' in the projected texture map.
I guess I should have gone to sleep too - I understand it better now. I only made changes in the branch that defines the ratio in the blender node, or made changes in the texture map node, but not both together in a correlated manner. Seems so obvious now:)
I can get similar results to yours now -hurray. I'm pretty sure my previous method, defining the position and using the subtract node would work too if I move the texture map at the same time.
I might prefer that because then I could position primitive objects where I want my features to be, read their position in the world browser and enter the numbers in this function. Seems more straightforwards than measuring a distance. Depends on the circumstances of course.
Also, it will look a lot cleaner if I dont have to define two numbers -one in the multiply and one in the texture map. These numbers are related, and I shouldnt be able to define them independently. I remember now -but I wont in a few days.
But this is a detail, the method works for multiple features - that's so cool!
"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/
ArtPearl posted Wed, 24 June 2009 at 12:49 PM
Also, with regard to the sign of the value entered in the texture map- it is related to the sign defined in the offset node. If I move the feature in the other direction (-40 instead of 40) I need to reverse the sign in the texture map (from -0.8 to +0.8). Maybe it's what you meant, but I thought I could never use positive numbers at all in the texture map node.
It all makes sense now. Arnt math and the function editor wonderful!
"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/
ArtPearl posted Wed, 24 June 2009 at 1:17 PM
"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/
eonite posted Wed, 24 June 2009 at 1:59 PM
Very cool, ArtPearl!
Its great we are discussing this here. Also it
s refreshing to have others participating in finding good solutions. As you said the function editor is wonderful (and powerful too). It allows you to really dig deep and come up with new or better solutions.
Sounds like you have quite a profound understanding of the function editor. That`s good to know...
Just checked out your positioning method and it works fine too. You`re right, defining a position instead of a distance makes sense.
What I also like about your version is that you do not have to "convert" the value for the texture map node, just change the sign.
Now we can go ahead and add a couple more heightfields :-)
eonite posted Wed, 24 June 2009 at 2:25 PM
Quote -
What I also like about your version is that you do not have to "convert" the value for the texture map node, just change the sign.
I have just noticed that we do not have to change the sign when we use the Substract node (I tried with the Add node).
That`s good because now we can extract the Origin parameter of the Texture Map node and connect it to the Constant node (used to offset the area branch). This way we can define the position of both, the area AND the texture node, simply by entering the values we want into the Constant node entry field.
ArtPearl posted Wed, 24 June 2009 at 2:32 PM
"Its great we are discussing this here. Also it
s refreshing to have others participating in finding good solutions."
Yes - 2 brains are at least 3 times better than 1 :)
It would have taken me ages(if at all) to figure out my problem of the missing '-0.8' on my own...
"Sounds like you have quite a profound understanding of the function editor. That`s good to know..."
profound...no, I wouldnt go that far, but I do like it.
"Just checked out your positioning method and it works fine too. You`re right, defining a position instead of a distance makes sense.
What I also like about your version is that you do not have to "convert" the value for the texture map node, just change the sign."
Oh you so much faster than me...I didnt get to doing it yet, so its encouraging
"Now we can go ahead and add a couple more heightfields :-)"
I'm trying to sort it out so all the conversions are done automatically and the user only needs to define scale and offset (or position). Then I'll see if I can make it into a meta-node, I havnt used those yet. But if I/we can do that, than extending it to extra features will only involve adding one meta node(with the associated values) and a blender node. Should be easier for people who arnt that keen on complicated functions
"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/
ArtPearl posted Wed, 24 June 2009 at 2:42 PM
Quote - > Quote -
What I also like about your version is that you do not have to "convert" the value for the texture map node, just change the sign.
I have just noticed that we do not have to change the sign when we use the Substract node (I tried with the Add node).
That`s good because now we can extract the Origin parameter of the Texture Map node and connect it to the Constant node (used to offset the area branch). This way we can define the position of both, the area AND the texture node, simply by entering the values we want into the Constant node entry field.
crossed posts:)
Isnt it funny - I'm working on your original version and you're working on my version...
I feel a moment of enlightenment(for me) arriving - how do you extract parameters?
And somewhat related - is there a way to examine what values a node actually has (input or output)? some way of displaying the values? When the function gets to be complex it could be a very useful way of checking that everything is actually proceeding correctly.
Sorry - I've got to do some 'real life' things, so If I dont post it isnt that I lost interest
"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/
eonite posted Wed, 24 June 2009 at 3:26 PM
You just have to click one of the flashs.
eonite posted Wed, 24 June 2009 at 3:30 PM
Quote - And somewhat related - is there a way to examine what values a node actually has (input or output)? some way of displaying the values?
Click on the Node Preview icon in the top tool bar of the function editor. Lets you preview the values of the node.
ArtPearl posted Wed, 24 June 2009 at 3:36 PM
Ah, no, that imports values - if I click it I get a new 'tooth' on the node and I can connect some additional input to it. I know how to use that. What I'm wondering is if there is a way to check what the node actually got. For example, if I started with a vector-constant, did a series of operations on it- multiply - invert etc- and then plugged it in to the node as you describe, is there a way to check what is the resulting number that arrived in the node?
"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/
ArtPearl posted Wed, 24 June 2009 at 8:48 PM
OK - I figured it out and sorted it so that now I only have to change the numbers at the top, the scale factor and the three components of the offset vector. In this case (0,-40,0). I changed -40 to 0 and it just moves nicely:)
I know it looks more complicated to decipher, but its easier (and less prone to errors) to use.
I made a start in converting it to a meta node and it works, but It isnt set up nicely for having 'published values' so I'll give it another go, and add the brightness/contrast parameters to the top.
(and also fix the 'position' method similarly)
I'm still excited about it like a kid with a new toy:)
"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/
eonite posted Thu, 25 June 2009 at 6:38 AM
Artpearl, your latest function is just brilliant! How the heck could you figure that out so rapidly???
This will make things a LOT easier to handle.
Will take me some time to analyse your function and to check it out.
Btw. When creating Metanodes and extracting parameters, make certain that, when publishing parameters, you also use the group option. The resulting Metanode will look much cleaner this way.
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:
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/
eonite posted Thu, 25 June 2009 at 10:01 AM
Thanks for the info, ArtPearl!
In the meantime I have analysed your function tree and duplicated it here. Everything works fine.
And I learned a couple of new things by analysing your function, for example I have never used the Invert node before. The thing makes me more aware of the fact that there is math behind it. Your solution is really clever!
The only thing I have changed in your function is that I disconnected the Multiply node above the procedural terrain from the Constant Node. This way the procedural terrain can be scaled independently from the heightfield/area.
Yes the function looks complicated, but once a Meta node is created with the relevant parameters published it all becomes very simple. The picture below shows a possible parameter box of a "Heightfield Integrator" Metanode. The Metanode itself works perfectly.
eonite posted Thu, 25 June 2009 at 10:01 AM
eonite posted Thu, 25 June 2009 at 10:12 AM
Forgot to say: When you create a Metanode and you publish parameters all works fine. But if you want to make changes afterwards like renaming it requires you to "un-publish" first...and then unfortunately it may happen that Vue crashes. Happened to me a number of times, so it`s better to check twice before you publish a parameter.
ArtPearl posted Thu, 25 June 2009 at 3:53 PM
I managed to get it to be a meta node too- yeh! (only a couple of crashes, I think one may have been because I included the input node in the meta node by mistake, still - shouldnt crash)
I'm not sure about needing a different scaling factor for the procedural terrain. If we want a different relative scale for the HF terrain we already have the parameters in the brightness/contrast node and the smooth map node. Why do we need an extra variable? I thought it was important to keep the same scaling for both terrain types.
I must admit I dont yet fully understand the values in the smooth-map node. Where does the '22' come from...
I think I need to test how it works in a real situation, but I rather get my method (defining the position rather than offset ) working first.
Yes- good collaboration, I enjoyed it!
"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/
ArtPearl posted Thu, 25 June 2009 at 4:46 PM
"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/
eonite posted Fri, 26 June 2009 at 8:28 AM
Quote - I managed to get it to be a meta node too- yeh!
That`s good news. Metanodes are a really powerful option in the function editor.
I have also noticed that when you use MetaNodes, even if you can have really complex functions inside, the function itself becomes very stable. Never had crashes because of using Metanodes (although ungrouping Metanodes can be a disaster).
Quote - (only a couple of crashes, I think one may have been because I included the input node in the meta node by mistake, still - shouldnt crash)
I had a number of crashes because of un-publishing a parameter, but never because I included an Input node. Btw. in my Metanode version I included the Input node as well.
Quote - I'm not sure about needing a different scaling factor for the procedural terrain. If we want a different relative scale for the HF terrain we already have the parameters in the brightness/contrast node and the smooth map node. Why do we need an extra variable? I thought it was important to keep the same scaling for both terrain types.
You mean the Brighness/Contrast node underneath the Texture Projection Map node? This one merely scales and offsets the altitude. But the size of the procedural terrain remains the same.
IMO being able to scale the size of the procedural function separately makes sense.
It`s only important to have a common scaling factor for the heightfield and the blend area.
Quote - I must admit I dont yet fully understand the values in the smooth-map node. Where does the '22' come from...
t took me some time to understand it either, but now it`s clear to me. Below is a way to learn how it works.
eonite posted Fri, 26 June 2009 at 8:30 AM
To help understand the "area branch", first create a new procedural terrain. Open the terrain editor.
Make sure you have the Zero Edges option turned off and that the terrain mapping is set to Object Parameteric. Reset the function.
You should now have a completely flat terrain.
eonite posted Fri, 26 June 2009 at 8:31 AM
Open the function editor, which should be empty. Add a Lenght node to the Position Input and connect it to the altitude output. Activate the Function Node Preview from the top tool bar.
It will display what the Length Node actually does. It measures the distance and returns a value (In this case an altitude value, which corresponds to the distance, length or whatever you call it)
At the point of origin the value will be 0 and gradually increases with increasing distance to the origin.
You can see the result directly on the terrain. You should see a reversed cone.
eonite posted Fri, 26 June 2009 at 8:33 AM
Now for the Smooth Map Node: Add this node to the Length node. Allows you to smoothly remap those values. Make certain you still have the Function Node preview window open, so you can directly observe what happens when you change the parameters. Set the parameters like set them for the area branch 0/22/1/0 and you will see a smooth bump. This bump is what drives the blender ratio in our terrain function.
Again you can observe the effect directly on your terrain. There should be a smooth bump of the size of a terrain.
Hope this helps clarify things.
eonite posted Fri, 26 June 2009 at 8:38 AM
Quote - and that's how it works with 3 heightfiled terrains, using the node 3 times,
just changed the the x and y values for each - (0,0,0), (0,-40,0), (-25,-25,0).
This is exactly how I would connect them. Three heightfield, OMG :-)
ArtPearl posted Fri, 26 June 2009 at 9:48 AM
What a lot of food for thought, I shall go through it all a bit later.
Just wanted to mention an improvement to the node that occurred to me- publish the height field itself, so that a user doesnt have to edit the node itself. It does have a 'publish' button so it should work, but I havnt tried it yet
"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/
ArtPearl posted Fri, 26 June 2009 at 3:33 PM
(eonite - can you check your renderosity mail please)
"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/
eonite posted Sat, 27 June 2009 at 5:09 AM
Yeah, that`s good Artpearl. A simple and efficient solution.
IMO its important that we do not have to deal too much with technical stuff when creating pictures. (When getting too much into technical details/problems I am rarely able to get something done which is artistically appealing. First have to switch to "artist mode", in which case I
m not interested in technical stuff.)
Thats why it
s important that as artists we have solutions at hand which are easy and not confusing. The complexity of the function editor is not something that everyone is willing to deal with.
But with efficient and easy to use MetaNodes I`m convinced that, once artists realise that a well designed Metanode will provide a powerful editor, they will access the function editor with joy and edit things in no time.
However I would also like to add that those who rely on others to provide solutions and tools should be aware that it takes a considerable amount of time to develop such stuff and should not feel offended when some of it will not be available for free.
Ok, and now I`m pleased to present a new version of the hybrid terrain. Discussing the function
with Artpearl has been enlightening and has brought easier ways to handle a procedural terrain which integrates a heightfield map.
You can download another scene filehere. The terrain in this example is basically the same as in the first example but contains an easy to use Metanode which allows to add a heighfield to a procedural terrain.
Below is a brief explanation of the function and the "Heighfield Integrator" Metanode.
Have fun!
eonite posted Sat, 27 June 2009 at 5:14 AM
The procural altitude function is connected to the "Heighfield Integrator" MetaNode.
eonite posted Sat, 27 June 2009 at 5:16 AM
When you click the "Heighfield Integrator" MetaNode you can access the parameters seen on the picture.
These are:
Scale scales the heightfield/area
Position Offset X offsets the X position of the heightfield/area
Position Offset X offsets the X position of the heightfield/area
Altitude Offset offsets the altitude of the heightfield
Altitude Scale scales the altitude of the heightfield
Heighfield Map Load any heightfield you want
(16bit 4096/4096 pxls recommended)
Area Size Sets the size of the blending area
Area Influence blending amount ( 1 is full blend)
Add Noise Adds noise (from the procedural function)
to the heightfield
If anything is unclear, just ask.
ArtPearl posted Sat, 27 June 2009 at 11:34 AM
However... although it works nicely for the initial example, there are still some problems. See for example the attached image - all I changed was to add an offset of 50 in x and I got a hole :(
Another failed experiment- setting 'altitude scale'=5 makes the feature mountain bigger, but chops off the top of the mountain.
I encountered similar problems last night with my version of the node, which led me to the conclusion that some fundamental aspects of this still elude me. I would have to investigate each element slowly - I suspect the smooth map node isnt used right, but I have no specific evidence of that. (I understand the info you gave earlier this thread about this node, but something is still odd)
Hmm.. very intriguing, but I run out of time, I already allocated to it more time than I meant to because it was so much fun...
Oh, thanks for explaining how to use the function node preview, that will come in very handy. My question was about much simpler aspect - if a node has a constant as an input which is calculated earlier in the tree, is there a way to examine the value in the node? for example - the value of the origin in the projected texture map?
"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/
eonite posted Sat, 27 June 2009 at 1:25 PM
Thanks, ArtPearl for letting me know.
Did not test the position offsets of the Metanode. Have found a flaw in the function. Corrected it and now it should work properly.
You can download the corrected version here.
As for the flat mountain top: Within the function editor it seems there is a limit to scaling. Scaling, like setting the value to 2 or so is no problem but setting it to 5 is definitely too much. If really you need to have a mountain that is VERY high, like twice the height of Mount Everest, you can still scale the whole terrain as an object.
Quote - I see you got rid of the brightness/contrast node - what was your reason for it?
Because I used a Combiner in Add mode to add the procedural noise to the heightfield map. A Combiner has Amplitude and Offset which is equal to Brightness&Contrast.
Quote - Oh, thanks for explaining how to use the function node preview, that will come in very handy. My question was about much simpler aspect - if a node has a constant as an input which is calculated earlier in the tree, is there a way to examine the value in the node? for example - the value of the origin in the projected texture map?
The only way to check is examining by using the Function Node Preview. Btw. when you examine the Texture Map node with the Function Node Preview you can clearly see that there is a bug in this Node. The map keeps repeating in the positive Y-direction even though Tiling Mode is set to none...
Anyway, I don`t want to steal anymore of your time :-) Was great fun!