clic to reload the forum home - Cliquez pour recharger le forum
The homepage Blog in englishLe blog de la page d'accueilVisit the english language forum!Allez directement au forum françaisGo to the gallery! - Allez visiter la galerie !The files to download - textures, softwares, etc.Les fichiers à télécharger : textures, logiciels, etc.3D and 2D challenges!Come and talk together in realtime - Venez tous discuter ensemble !About Polyloop.netA propos de Polyloop.net
Go Back   Polyloop - 3D & 2D Forums > English > Archives old sections > Carrara ENG

Carrara ENG The main Carrara forum. Please, use the subforum for the specific topics.

Reply
 
LinkBack Thread Tools Display Modes
Old 14th February 2006, 01:07   #1 (permalink)
In the blooming heather
 
Aunty Betty's Avatar
 
Join Date: Jan 2006
Location: Little Happening
Posts: 569
control placement of replicated objects via a terrain distribution shader?

On the Eovia site The talented Mr Patrick Tuten states
Quote:
It is easy to control placement of replicated objects on a terrain using a terrain
distribution shader. Sometimes it is necessary to create more than one replicator for the same terrain in order to get a really dense concentration
of plants.
Could anyone perhaps expand further on this and does it require C5Pro or can C5 handle this kind of replication?

Shine a little light, it's dark in here.
Aunty Betty is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 01:12   #2 (permalink)
In the blooming heather
 
Aunty Betty's Avatar
 
Join Date: Jan 2006
Location: Little Happening
Posts: 569
The manual states this
Quote:
The distribution of the objects can be
automatic, but you can also choose globally where you want to put your objects.
If the source object has several shading domains, you can limit the distribution of replicated objects to a shading domain.

Use shader sets the distribution of objects to follow the shader of the
generator. The generator will try to place objects on bright areas first and black areas won’t get any objects.
What does that mean -'place objects on bright areas first and black areas won’t get any objects? Is this a greyscale map?
Aunty Betty is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 01:41   #3 (permalink)
Say nothing
 
Joppe's Avatar
 
Join Date: Dec 2005
Location: The Netherlands
Posts: 110
What does that mean -'place objects on bright areas first and black areas won’t get any objects? Is this a greyscale map?

You're right, if you make a grayscale or better, a black and white map of you terrain and you import that with the shaderbutton in the replicater it distributes your objects on the white eareas only.
Ther must be a tut on this in this forum. I learned it here too.

Joppe
Joppe is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 01:47   #4 (permalink)
Brian
 
bwtr's Avatar
 
Join Date: Jul 2005
Location: South Australia
Posts: 2,097
You create a black and white height map of your terrain and apply this temporarily to do the generation.
bwtr is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 05:46   #5 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 549
Hi, I've posted a screenshot of the shader used to drive the placement of replicated objects. This one is simple, really just isolates a section of height values. You can see that I start with a terrain shader that has a global shader of pure black. Then create a custom distribution shader which has white in the color channel. Set the noise coverage to 100% and altitude influence to 100%, then adjust the minimum and maximum height values to create the elevation at which you want your replicated objects to appear. The terrain distribution shaders are capable of a lot more, but this is a quick and easy way to isolate a specific elevation level. You could export this map into a photo program and brush in or take out more white areas to create specific areas of object placement, such as everywhere but on a road, etc. The replicated objects will be limited to the white areas. Thanks for the praise.

Patrick
Attached Thumbnails
Click image for larger version

Name:	replicator_shader.jpg
Views:	61
Size:	75.9 KB
ID:	10272  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 11:53   #6 (permalink)
In the blooming heather
 
Aunty Betty's Avatar
 
Join Date: Jan 2006
Location: Little Happening
Posts: 569
In gratitude

Patrick210 - praise indeed kind Sir.
Thanks for shining a light and particularly for taking the time out to post an example.

Many thanks also to you Joppe and bwtr for your kind assistance.



More to learn.

Best Regards
Aunty Betty is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 14th February 2006, 14:33   #7 (permalink)
Moderator
 
Nichod's Avatar
 
Join Date: Apr 2005
Posts: 612
Just some notes on it. Make sure that it is pure black and pure white, any deviation can result in unexpected results. Just a little plug check out the neato cool city distribution maps that will be in my pack:

http://www.eovia3d.net/attachment.ph...chmentid=11066
__________________
Email Me. Visit my blog!
Get hundreds of shader presets! Get Art of Shaders! And a preview for Art of Skin is now available.

AMD Turion(TM) 64 ML-40 (2.2GHz/1MB L2 Cache) 1280 MB DDR 333mHz RAM 128MB ATI RADEON(R) XPRESS 200M w/Hypermemory(TM) 60 GB 4200 RPM Hard Drive DVD+/-RW/R & CD-RW Combo w/Double Layer Support 15.4" WXGA BrightView Widescreen (1280x800)

I use.
Nichod is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On





All times are GMT +2. The time now is 00:28.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.1.0
Polyloop - 3D & 2D Community Forum - © Thomas Roussel