OK, here's a simple slope-sensitive rock/snow shader with a little
frontend with comments (uncheck 'advanced').
The funny thing about this shader is that the snow extends at the
bottom of the noise cracks, which avoids too much smoothness. Ask
ahead about the VSL, only I'm not sure I have all
There was one significant error in the material. It appears that you need
to have a unit vector to get correct results on the slope angle, so add
the following:
*Variable v_mapz
*Normalize(Mapz, v_mapz)
*f_angle=dot product(Surface Normal, v_mapz)
Well, I made this material and it works
At 02:18 PM 11/9/2005 +, you wrote:
Hi Guys,
Sorry for no recent input to the Landscape / Shader thing. Involved in a
car crash last sunday, my motor is a write off. Guy pulled out of a garage
from my left onto a 60mph road and chanced crossing over in front of us to
the otherside. Bang
As I was saying once a polygons qualities can be
deter- mined , using boolean logic , then any number of
operations can then be applied , from texturing to particles
to displacement map- ing ... , the mind boggles at what can be
done to a polygon in RS !
Hi
Don't start a project/material
One problem is that this doesn't work with displacement. Decreasing bump
height based on AA means losing the height information for the
displacement.
Yes, I agree with that. I wonder how it would look in an animation though
:-)
Thanks for the detailed tips, I got them stored safely!
The polygons are still pretty big even in a quarter-million-points mesh,
you're asking for triangle artifacts this way... Example: a poly has a
single slope value because it's flat. This needs camouflaging. The
materials depending on slope should be 'smeared out' by adding some noise
or
At 09:59 AM 11/7/2005 +0100, you wrote:
As I was saying once a polygons qualities can be
deter- mined , using boolean logic , then any number of
operations can then be applied , from texturing to particles
to displacement map- ing ... , the mind boggles at what can be
done to a polygon in
As I was saying once a polygons qualities can be
deter- mined , using boolean logic , then any number of
operations can then be applied , from texturing to particles
to displacement map- ing ... , the mind boggles at what can be
done to a polygon in RS !
Hi
Don't start a