Forum: Carrara


Subject: Is this possible?

Klebnor opened this issue on May 25, 2010 · 16 posts


Klebnor posted Tue, 25 May 2010 at 7:45 AM

I want to set up shading domains within a terrain so I can apply surface replicated trees and plants only in specific domains.  Can this be done?  I see that the surface replicator allows me to restrict the replication to a named domain, but I can't find any way to assign domains to sections of a terrain.

Thanks.

Klebnor von Brunost

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


benney posted Tue, 25 May 2010 at 7:51 AM

You could convert the terrain to a vertex object and then create the domains within the vertex modeling room.


Klebnor posted Tue, 25 May 2010 at 8:05 AM

I assume that converting to a vertex object (not sure how that is done) would freeze the shape.  Is the ability to alter the topography the only thing I would lose in doing this?  In other words, can I still use terrain shaders on the vertex object and treat it like terrain?

Also, does this response indicate that there is no way to assign shader domains to a terrain?

Thanks.

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


benney posted Tue, 25 May 2010 at 8:22 AM

You can actually adjust the shape further within the vertex modelling room use the standard vertex tools and the displacement tools. Also you can still use the terrain shaders upon the completed model. Sadly you cannot assign shading domains directly to a terrain in its raw state.. it does need to be converted to a vertex object.

To covert the terrain to a vertex object.. select the terrain then go the top menu in the assemble room and select "Edit" then select "Convert to Other Modeller" at the bottom of the drop-down list, from the new window select "Vertex Modeller" and then click "OK". Now click the Vertex room tool (the spanner at the top of the window" and you will find your terrain ready for editing etc.

Hope this helps..


Klebnor posted Tue, 25 May 2010 at 8:28 AM

Thanks for the assistance, benney.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


MarkBremmer posted Tue, 25 May 2010 at 8:31 AM

 Actually, all you need to do is apply the Surface Replicator to the terrain - no need to convert it.

Within the Replicator is a Shading domain function (right side of panel), and just under that is the option to "Use Shader". When "use shader" is activated, the surface replicator automatically creates a new shader specifically for distribution - called the distribution shader oddly enough. With this new distribution shader, you can drag it onto your terrain temporarily and then paint on it, import shader maps etc. After that, you can put the terrain shader back on the object but now you have a new shader for distribution. If you choose not to paint on the distribution shader, you can instead use any of the procedural functions to set a black and white map for distribution, including all of the terrain functions.

Pretty tidy. 

Mark






benney posted Tue, 25 May 2010 at 9:04 AM

Of course!!! Silly me, I forgot about that one. Well you now have two ways to do it. And have slapped my wrist really hard LOL.


Klebnor posted Tue, 25 May 2010 at 10:00 AM

Quote - With this new distribution shader, you can drag it onto your terrain temporarily and then paint on it, import shader maps etc. After that, you can put the terrain shader back on the object but now you have a new shader for distribution.

Mark:

This sounds like exactly what I want.  Where (in what room) do I drag the shader onto my terrain temporarily and then paint on it?

Thanks,

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


MarkBremmer posted Tue, 25 May 2010 at 10:07 AM

 This can be done in the assembly room. Just drag the shader from the Properties Tab > Shaders, onto the terrain object as you would with a regular shader. 






Klebnor posted Tue, 25 May 2010 at 10:25 AM

Mark:

Cool, thanks.  Will give it a try.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


Klebnor posted Tue, 25 May 2010 at 7:28 PM

Hey, Mark - exactly what I wanted to do!  Had a little trouble until I realized I had to make a new texture to paint on the shader, but then it worked.  I used red for a border with some trees, left the wooded sections white, and painted the mountain and underwater sections black.  Worked great!

Thanks!

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


ominousplay posted Tue, 25 May 2010 at 10:07 PM

Very nice - I need to try this one day.  Very believable. 

Never Give Up!


MarkBremmer posted Tue, 25 May 2010 at 10:15 PM

 Glad it helped out Klebnor.

For the record, the distribution channel only cares about grayscale. So, white will get complete replication, gray (the lighter or darker it is) will get incrementally more or less and black won't allow any distribution at all. Red is "seen" as a very dark gray. 






Klebnor posted Wed, 26 May 2010 at 6:57 AM

I realized greyscale was all it saw, but found that a color is easier to see.  I haven't experimented that much yet, but assume that moving up and down the luminance on the color picker will adjust the lightness/darkness.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


Klebnor posted Wed, 26 May 2010 at 7:49 PM

Even cooler - I made a terrain shader with black for underwater and mountains - with some blending and noise at the interfaces - see picture above.

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


Klebnor posted Wed, 26 May 2010 at 7:52 PM

And here is the result - exactly what I wanted!

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.