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View Full Version : Access nodal displacement in texture editor?



Thomas M.
03-20-2007, 06:02 AM
Is there a way that I can turn the amount of displacement into color information? More or less the other way round like the displacement node input in the base node. Would hate to copy my tree into the surface panel, as it doesn't save the tree without loosing the conncetions between them. Hopefully NT fixed this bug in 9.2.

Cheers
Thomas

StereoMike
03-20-2007, 07:35 AM
mhh, don't know, but I have another question now that I read yours:

Wasn't there a tool to make stressmaps (coloring according to deformation) maybe by TLU? What'S the name and where can I find it in LW?

mike

Pomfried
03-20-2007, 07:37 AM
Hey Thomas,

the new nodes I just released yesterday should exactly do what you are wanting. Link is in my sig.


mhh, don't know, but I have another question now that I read yours:

Wasn't there a tool to make stressmaps (coloring according to deformation) maybe by TLU? What'S the name and where can I find it in LW?

mike

Unfortunately it's only a classical shader under the old Shaders tab (named StressMap ;))

dpont
03-20-2007, 12:29 PM
Is there a way that I can turn the amount of displacement into color information?

If your object isn't moved or rotated, just displaced,
you could enter the (Math Vector) distance from spot
Object pos to World pos as input in a color gradient.
(If you want to move/rotate object parent it to a Null)

Denis.

dpont
03-20-2007, 01:29 PM
...No you could not parenting to Null, without perturbing World pos,
but if you are doing a normal displacement, may be you could
do it in Surface Node Editor displacement input and input a
color gradient too !?

Denis.

Thomas M.
03-20-2007, 01:44 PM
Thanks! I'll give it a try as soon as my render is finished.

Cheers
Thomas

StereoMike
03-20-2007, 02:11 PM
Is there a way to access _any_ deformation and turn that into colors? E.g. a sail waving in the wind, and on pixels where the mesh is in its default position there's no color( bw map) and on places where it's farest away from initial position it should max out the color (or bw map) ?
Another example: wind flowing along a path. Drag an object through the path. Where the wind hits the surface the surface gets changed.

mike

Red_Oddity
03-20-2007, 03:04 PM
That does sound a bit like a stress map your describing (i'm not sure if there's an easy way to does this, but it should be possible, even in LScript)

dpont
03-20-2007, 03:08 PM
The Pom' Store Material & Get Material work well
between Displacement & Surface Node Editor but
stored value must be evaluated per "pixel" spot,
e.g procedural or image mapping etc, but if you
want to use a baked dynamic, the value is evaluated
per geometry "point" spot, so you could not get
material for surface (except if you could averaging
neighboor vertex).
So for dynamic FX, the calculated distance from
object to world spot position seems to be possible with
limitations.
I don't think we could get any data, if a FXWind
hits the surface and doesn't displace geometry,
because this is an internal calculation in Layout.

Denis.