photex Posted July 13, 2007 Share Posted July 13, 2007 (edited) Hi folks, I'm looking for advice on handling the immense amount of aliasing my fishscales shader is capable of. Talking to keyframe on irc helped me out a lot and thanks to this I'm trying to understand how to apply smooth to my shader instead of my basic conditionals. My shader currently uses: (tt < apt)?colorA:colorB; where apt == abs(sin(radians(s)) smooth returns 0 - 1 so I figure that can drive a color mix, but what is a way to determine a threshold to my abs(sin(s)) shenanigans? Is filterstep related to this? Any help, comments, jokes, war stories, etc.. all greatly appreciated. _chip ----------- I suppose one step might be spelling "Procedural" correctly Edited July 13, 2007 by photex Quote Link to comment Share on other sites More sharing options...
photex Posted July 15, 2007 Author Share Posted July 15, 2007 indeed filterstep was the magic. Someone correct me if I'm wrong but it's like a magic version of smooth where you only need to know the edge/threshold and it works the rest out for you. so now instead of: (tt<apt)?colorA:colorB; I'm doing: float bias = filterstep(apt, tt, "filter", "box", "width", 2); vector surfacecolor = vop_colormix(colorA, colorB, bias, 2); This has introduced some new problems for me though in areas where more than two colors converge in the pattern. As always, I love advice, ideas, etc.. _chip Quote Link to comment Share on other sites More sharing options...
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