Shader Effector shader shows clones where they should not be
Inviato: dom nov 02, 2014 12:43 pm
Hi forum,
I have the following problem:
For a customer I need to produce a flat world map, made out of small cubes which form the continents. These cubes should than fly in and form the world map. My solution was to generate a mograph grid out of 150x120 cube clones and than use a shader effector with a black and white map of the world. This worked great but the problem is, that the black (or white when inverted) parts of the map (the oceans) also produce cubes. They are very small, but they are there. Is there a trick to have those cubes only in the white parts of the map?
I already tried to make the original cube very small (1x1) and than scale them up in the shader effector. But still the 1x1 cubes are visible in the ocean areas.
Any ideas?
I have the following problem:
For a customer I need to produce a flat world map, made out of small cubes which form the continents. These cubes should than fly in and form the world map. My solution was to generate a mograph grid out of 150x120 cube clones and than use a shader effector with a black and white map of the world. This worked great but the problem is, that the black (or white when inverted) parts of the map (the oceans) also produce cubes. They are very small, but they are there. Is there a trick to have those cubes only in the white parts of the map?
I already tried to make the original cube very small (1x1) and than scale them up in the shader effector. But still the 1x1 cubes are visible in the ocean areas.
Any ideas?