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| | #1 (permalink) | |
| In the blooming heather ![]() 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:
Shine a little light, it's dark in here. | |
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| | #2 (permalink) | |
| In the blooming heather ![]() Join Date: Jan 2006 Location: Little Happening
Posts: 569
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The manual states this Quote:
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| | #3 (permalink) |
| Say nothing ![]() Join Date: Dec 2005 Location: The Netherlands
Posts: 110
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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 |
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| | #5 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
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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 |
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| | #6 (permalink) |
| In the blooming heather ![]() 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 |
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| | #7 (permalink) |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
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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. |
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