Comb Ridge

Started by choronr, October 15, 2010, 02:50:20 AM

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choronr

A place in southeastern Utah that is great for exploration. Been there many times and enjoyed the hiking and finding of some artifacts.

The basic layer of vegetation is dandelO'S procedural grass. Alone without any other plants, it looked very good.

Enjoy,

Bob

nethskie

wow i love this image! i'm trying this type of scene for my upcoming aurora borealis deviation however i have no luck in creating the landscape the way i like it :D

inkydigit

loving the terrain shapes here Bob, and the veg fits well!

Marcos Silveira

Love the sense of scale in this one!!!! WOW

Henry Blewer

I echo ro-nin. Excellent scale.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

choronr

Thank you all. Later this morning, I'll post the .tgd; but, I need to delete one of the populations and name all the others that are available here for download.

Dune

Fantastic Bob, what in incredible sense of space. Very subtle lighting, as well. Although I would restrict the stars to a lot less and only high up in the sky, where they wouldn't be over shone by haze, as it is still relatively light here. Perhaps also a bit more clustering of the shrubs? But a great piece already!

choronr

Quote from: Dune on October 16, 2010, 02:51:50 AM
Fantastic Bob, what in incredible sense of space. Very subtle lighting, as well. Although I would restrict the stars to a lot less and only high up in the sky, where they wouldn't be over shone by haze, as it is still relatively light here. Perhaps also a bit more clustering of the shrubs? But a great piece already!
Thank you Ulco, there is room here for improvement no doubt. I agree regarding the clustering of the bushes. I think I should has used the painted shader rather than the distribution shader for the two separate populations. Also, the stars are maybe too bright for the lighting ...I agree. I appreciate your suggestions. 

Dune

QuoteI think I should has used the painted shader rather than the distribution shader
Or just a rough fractal and a few hits on the seed....

Henry Blewer

I often have reduced the density shader to 0.3+/-. Then use the fractal breakup to determine a random where the objects go. It works as a mask quite easily. If another object is juxtaposed beside the first object, just duplicate the fractal breakup and reverse the colors.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T