Winding river

Started by Dune, October 07, 2014, 02:27:56 AM

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Dune

Well, you use the warped SSS as a mask for the basic (first node) terrain colors, and feed that through a displacement shader to raise the sides of the soft valley (so a wide river area is left flat). Then you can select a range of the same warped terrain colors with color adjust shaders and displace more (for some sort of ravines). And use stretched (XZ) PF for the strata.
The river follows the same basic warp, but has an additional warper after it for the 'sinuses'.

otakar


folder

Ulco

Thank you for the reply -generous as always

David

folder

 "Well, you use the warped SSS as a mask for the basic (first node) terrain colors, and feed that through a displacement shader to raise the sides of the soft valley (so a wide river area is left flat). Then you can select a range of the same warped terrain colors with color adjust shaders and displace more (for some sort of ravines). And use stretched (XZ) PF for the strata.
The river follows the same basic warp, but has an additional warper after it for the 'sinuses'."
but i
Ulco as i said thanks for the reply but i am a bit of a visual person can you please provide a tgd example so that i can experiment  again thanks

david

Dune

This is what I'll do for the time being. TG crashed just before saving, but I managed a screenshot. No inclination to set it up again. The colors in color adjust are say 0.2-0.24 and 0.3-0.35, the color in the fractal terrain reduced to 2 to avoid spikes. Color adjust to river is black at 0.99. Upper SSS is 200m wide (X), with smooth step set at 99.5%.
Can you manage with this?

folder

yes thanks so much Ulco

david

folder

has anyone else tried the setup graciously given by Ulco above i have tried and this is my result

david

kaedorg

It seems that you kept a positive value in the displacement shaders

David

Dune

Some mistakes, so I made it right for you. Check out the differences...

choronr

Just a bystander ...thanks Ulco.

mhaze

I made the first one work but had to make some minor changes. The change to the fractal terrain input. ;D

folder

thanks Ulco for the correction

david

zaxxon