Noise Node Reference Guide

This is a reference guide as to what the noise nodes look like when they are applied to a square.

Each material is mapped to “object-parametic”and uses a black-white color map where black is -1 and white is 1.

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Rough Guide to the Material Editor – Color and Alpha Tab – Part 3

In this third part of the the rough guide to the material editor, we will be exploring the Color and Alpha Tab of the advanced material editor

Part 4 will jump into the function editor for a preview of some of the cool stuff that can be done in there. Filters will also be covered there.

There will be a reference guide to the shapes of the noise functions in Part 4.

Firstly we will look at the Advanced Material Editor Color and Alpha Tab. Unless stated, all mapping is as “object parametric”.

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Rough Guide to the Material Editor – Part 2 – Getting to Know the Function Editor Graph

In this part of the rough guide we will look in more depth at the graph window and the controls that are availiable.

UsingĀ the Graph

There are various controls which allow you to move around and view different areas in the graph window and access different controls.

  • To pan around the graph, drag with the right mouse button held down
  • To zoom in and out use the zoom buttons
  • To zoom into an area, click the zoom area button and select and area to zoom into
  • To select a node click on it, its properties will be displayed int he bottom left corner
  • Nodes can be moved by dragging them to where ever you want them to be displayed

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Function Editor – A Learning Process – Part 1

I am in the process of learning the function editor in Vue 7 Complete by using the fantastic tutorials at geek at play, the vue 7 manual and a lot of trial and error.

So far I am having a fair deal of sucess, in that its not as scary as it first appears, its just a case of learning where everything is and having the creativity to know what it is you want to achieve and how to make things more realistic.
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Rough Guide to the Material Editor – Absolute Basics

This is the start of what will hopefully be a fairly extensive group of guides on the material editor. I will hope to cover all aspects of the editor in a similar fashion to the water editor. Firstly I will cover the basic material editor, then the tabs in the advanced editor, followed by ecosystems, volumetric and mixed materials. There will be a final series of guides on the function editor.
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Vue 7 Water Editor – Guide Part 2

Firstly, thank you for your comments both in the forums and here, the are most pleasing and make the time spent worth while.

Foam will be explored in todays edition in the same manner as the other settings yesterday.

Global Wave control must be disabled before these settings can be changed.

defaultset
Continue reading “Vue 7 Water Editor – Guide Part 2”

Vue 7 Water Editor – Guide Part 1

Since the water editor posts of this blog is proving to be the most popular, I have decided to expand upon it over the next couple of days with some short guides, mostly renders of the water and the settings that they took to create them. Todays post will be extremes, i.e. settings as they are originally set as a control followed by one setting turned up to the max so that the effect can be seen clearly.

Firstly a few things that should be noted, the water editor can only be used with an infinite plane of water and it is populated with a meta water, it is opened simply by double clicking on the water surface or by right clicking on the water plane in the layer menu and selecting edit.

The following menu is displayed (assuming you have “default water” selected as the texture)

defaultset

This gives the following result. Please note that all renders are done with the “default” atmosphere for clarity.

defaultrender

Not particularly exciting, so lets have a look at those settings in a bit more detail.

Surface Altitude:
Surface altitude affects the Actual Height of the sea surface above the 0 X,Z co-ordinate, for example, if it is set to 100, it is well above the ground plane, where as if you have it at 0 it will be resting on the ground plane.

surface-altitude-0
Set to 0 Above

surface-altitude-100
Set to 100 Above, Notice the position of the water element.

Displaced Water Surface:
This option creates a more realistic surface to the water by producing heights for the water and physically changing the shape of the object, This looks more realistic than with just textured surfaces because it allows surfaces to show shadows and gives extra depth. This is the same as adding displacement to, for example, a brick wall.

Bruno Memain pointed out that displaced water surface doesn’t use displacement. It transforms the water plane (2 polys) into an infinite procedural terrain (more than 2 polys …) This procedural terrain uses a set of nodes based on the “open ocean” fractal node we know since Vue5. So it isn’t as resources heavy as displacement, and since it is a procedural terrain, the closer you are from the surface, the more detail you can see.

Examples below are of firstly non-displaced material and secondly displaced material, with the Overall Agitation cranked up to 100.

agitation0set

agitation0

agitation100set

agitation100

It should be noted that displacement takes longer to render and vastly increases the number of polygons in the scene, in the second picture there are 7100000 polygons while in the first there are only 4.

Use Global Wave Control:

This is a setting which allows you to change the settings generically without going into editing the settings individually. In this section, all images will be duplicate, firstly with displacement active and secondly without displacement.

When this setting is active, the overall agitation option is useable, however when you turn the global wave control off, the Overall Agitation option is greyed, and the other advanced options are availiable.

Overall Agitation:
This is an option that uses preset settings to control the overall appearance of the water surface. Below are examples of the overall agitation at setting 0%, 25%, 50%, 75% and 100%

0% With Displacement 2 Polygons
agitation0-1disp

0% No Displacement 2 Polygons
agitation0-1

25% With Displacement 2140000 Polygons
agitation25-disp

25% No Displacement 2 Polygons
agitation25-1

50% With Displacement 2560000 Polygons
agitation50-disp

50% No Displacement 2 Polygons
agitation50-1

75% With Displacement 3350000 Polygons
agitation75-disp

75% No Displacement 2 Polygons
agitation75-1

100% With Displacement 7100000 Polygons
agitation100

100% No Displacement 2 Polygons
agitation100-1

Wind Direction:
Wind direction depicts the direction in which the waves will move towards as in nature, the example below is waves moving at 45 degrees and then also at 90 degrees. (Overall Agitation is set to 50% in both images, Displacement is on)

agitation50-disp
Wind Direction 45 degrees,

agitation50-1wind
Wind Direction 90 degrees,

You can see that the direction of the waves has altered, This is probably best used when creating shorelines and objects with waves moving towards them.

The following settings can only be used with the “Global Wave Control” deactivated

Wave Amount:
Wave amount depictes the quantity of waves that are present in the water plane, default is set at 1. Images below are firstly with displacement and then without, the settings are 0, 1, 5, 10.

0wave-0disp
0 No Displacement

0wave-1disp
0 With Displacement

1wave-0disp1
1 No Displacement

1wave-1disp
1 With Displacement

15wave-0disp
5 No Displacement

5wave-1disp
5 With Displacement

10wave-0disp
10 No Displacement

10 With Displacement
10wave-1disp

Height:
This depicts the height of the displacement that is enforced on the waves, thus the displacement option must be active. The default value is 1, minimum is 0, the maximum is 100. Below are 6 pictures, set at 0, 20, 40, 60, 80 and 100

0height
Height at 0: 0 Polygons

20height
Height at 20: 2530000 Polygons

40height
Height at 40: 3000000 Polygons

60height
Height at 60: 3200000 Polygons

80height
Height at 80: 3400000 Polygons

100height
Height at 100: 3400000 Polygons

Height at 0 appears to cancel out the water altogether, which makes sense really as water can’t have 0 height.

Wind Intensity:
Wind intensity appears to dictate the amount of lashing that the waves take, i.e. how much foam is present on top and how agitated the surface of the water is.

The default value is 1. The following pictures use the values 0, 1 and 2. Non displacement mapping is first, followed by displacement.

0int-disp0
0 – No displacement: 2 Polygons

0int-disp1
0 – With displacement: 2443000 Polygons

1int-disp0
1 – No displacement: 2 Polygons

1int-disp1
1 – With displacement: 3000000 Polygons

2int-disp0
2 – No displacement: 2 Polygons

2int-disp1
2 – With displacement: 3600000 Polygons

Agitation::
Agitation dictates how much swell, and current the water has, or.. how agitated the water is…

The minimum value is 0.5, the maximum is 2.0, The images below show this set on 0.5, 1 and 2. Without Displacement is shown first, with displacement is shown second.

05ag0dsp
0.5 No Displacement 2 Polygons

05ag1dsp
0.5 With Displacement 2 Polygons

01ag0dsp
1.0 No Displacement 2 Polygons

01ag1dsp
1.0 With Displacement 2 Polygons

02ag0dsp
2.0 No Displacement 2 Polygons

02ag1dsp
2.0 With Displacement 2443000 Polygons

Choppiness:
Choppiness dicates how choppy the water is, fairly self explanatory really. Choppiness is the number of small waves that appear in the water in fashion similar to ^^^
so greater choppiness means the waves will be closer together, i.e. ^^^^^ lesser settings will result in ^ ^ ^ and so on..

Default setting is 0.5, minimum is 0, maximum is 1. Below are images of 0, 0.5 and 1, no displacement comes first, displacement comes second.

0chop0dsp
0 No displacement

0chop1dsp
0 With displacement

5chop0dsp
0.5 No displacement

5chop1dsp
0.5 With displacement

1chop0dsp
1 No displacement

1chop1dsp
1 With displacement

The images that use displacement that appear blank are due to the lack of height, this part of a the guide however is to illustrate what each of the options do from a default metawater layer.

Part Two – Making Foam

Hope this helps, suggestions, comments or includes more than welcome.