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Mat
03-13-2014, 03:06 AM
Hi

is there a way of adjusting the min and maximum hight of a surface instance on a displaced ground plane?

I have created a sceen with a water plane and I want to limit the low point of the instanced trees that are now sitting below the water.
I'd use weight maps, but I was wondering if there was a better way, not allowing the instances to be below a certain point.120727

here is what I have so far

Mat
03-13-2014, 04:19 AM
Problem solved :)

here is how I did it.

120729

raw-m
03-14-2014, 07:47 AM
Hi Mat, can I ask a quick, totally unrealted question? I'm doing something similar with islands and water (although not nearly as nice as you!). When it comes to modeling the water, how do you do it? Is it just a flat plane or does a big box using something like the Delta node (so I can use a little refraction) work?

Mat
03-14-2014, 02:23 PM
I normally try a flat plane first which is what I did here, and play with these settings(see image). Real Fresnel works a treat. I would recommend using VPR and play with settings to it starts to look
right. I think refraction works if you just use a bump map.

note if you are using real Fresnel you can't adjust the refract index unless you have added some transparency,
adjusting the transparency wont affect the render at this point but it will allow you to change the refraction amount.

just realised I wasn't using refraction, so I turned it on for this render. 120797

Mat
03-14-2014, 02:28 PM
120798

prometheus
03-14-2014, 02:49 PM
Problem solved :)

here is how I did it.

120729

yes..that does it, we had a thread somewhere with discussion around how to place instances, you can use slope to and some other stuff, canīt recall what the name was of the thread.

Michael

prometheus
03-14-2014, 02:54 PM
ahh..found it, see my last post there..with some images and settings, low altitude and high altitude or use slope for placement of instances...
http://forums.newtek.com/showthread.php?139775-fast-placement-of-multiple-objects-%28-in-this-case-rocks-and-pebbles-%29&highlight=placing+instances

Mat
03-14-2014, 03:18 PM
:) thank you for the link.

inkpen3d
03-17-2014, 06:43 AM
Regarding the water plane - if you use the Distance output of a "Ray Cast Geometry" node to modulate the intensity of the Colour Filter with the terrain - and any other submerged objects - selected as the target object(s), you can mimic way that the intensity of colour changes with water depth - you may need to add in, for example, a Scalar Multiply in order to fine tune the effect.

Regards,
Peter

raw-m
03-17-2014, 07:03 AM
Thanks for the water plane tips! Inkpen3d, do you have a sneaky nodal screen grab to take a peek at?

inkpen3d
03-17-2014, 07:49 AM
Here's the nodal setup - it's VERY simple - together with a render. Scene comprises two planes (one for the water and the other for the bottom) plus a sphere, which sits just beneath the surface of the water plane, and is textured the same as the bottom plane.

Hope that helps.

Regards,
Peter

raw-m
03-17-2014, 07:51 AM
Nice, thank you .....and in 11.6 seconds as well, haha!