willf2 opened this issue on Dec 07, 2001 ยท 8 posts
willf2 posted Fri, 07 December 2001 at 12:25 AM
AzChip posted Fri, 07 December 2001 at 9:56 AM
I have no idea as to the answer to your question, but WOW! I never would have thought to mix a glow gradient into a shader to get that atmospheric perspective you've created here. What a great trick.... I just love this place. - Dex
nyar1ath0tep posted Fri, 07 December 2001 at 12:35 PM
Carrara will calculate g-buffers that will export (post-render) with a tiff image that can be used as photoshop alpha channels for various effects. The Distance and 3D position (y-axis) g-buffers might be worth trying. The depth-of-field function renders in Carrara, but it might be the wrong effect for you.
Scaling a shader might be analogous to using an ordinary texture map and tiling it in the y-axis only.
litst posted Fri, 07 December 2001 at 9:33 PM
I've found that it's damn hard to rescale a whole shader on an object ! I'd wish there was some kind of "global scale" slider in the shader room ... But i've got a trick, which saves me to dig through the shader tree and change manually every single procedural function . The trick is that i change the scale of the object LOCALLY, that means in the modeler room . Then, back in the assemble room, i resize the object in the properties tray to make it retrieve its original scale . All the shaders functions that use local coordinates will deform with the object . For example, you can resize a vertex objet to 200% in the Y axis in the modeler, then go back to the assemble room and resize the object to 50% in the Y axis . The scale of the object in the scene will be the same as before, but the shader scale will change in the Y axis . This technique works well for vertex objects, and terrains . Spline, facets or Metaballs don't support this very well :( . I hope it helps . If it's not very clear, i can post some examples . litst
willf2 posted Sat, 08 December 2001 at 12:49 AM
Dex - thanks. I don't know if I could have "thought" about it either. First I "push buttons" to see what happens & then think how it can be used. nyar1at0tep - the G buff thing dosn't work too well on MAC OS (or I don't). Anyway I think the texture map would be workable. litst - I follow what you'r saying but I think the scale would still remain constant from front to back. If you start at the front with the Y scaled at 50% you will end with the Y scaled at 50%. I'd like to start at 100% scale at the front & end with a 10% scale at the back. I think I can draw a black & white texture "mapping area" image for the regions & use that in the blender channel. Not quite as flexible but should work. Thanks for the suggestions.
ppowellaa posted Sat, 08 December 2001 at 7:31 AM
The interesting thing is that in real life the texture does not get smaller as it gets more distand, it only looks smaller. If you render a terain that is only say 30 in acros you would not expect their to be any change. If the object was larger Hundreds of feet you would expect to see the pattern getting smaller. Have you tried scalling the image UP (say by 1000%)so that you terain is larger and further across? I dont know if switching to meters or miles would mak any difference. I will give it a try later today.
litst posted Sat, 08 December 2001 at 11:43 AM
You may wanna chose a wide angle for the camera too, if you go for a real perspective, like ppowellaa suggested .
ppowellaa posted Sun, 09 December 2001 at 10:45 PM
LAst sugestion is export the terrain as an obj file and convert procedural tex to immage and then pull into an image editor and taper with somthing like pinch (not sure) and then spreat it back out wider using clone.