The Crossing

Started by Dune, August 03, 2011, 02:37:46 AM

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EoinArmstrong

The second of the two new ones is especially wonderful - lovely stuff :)

neon22


dandelO

Tiananmen Forest! You shall not pass! :D

Sorry, Ulco. Great shots. I love the first one best.

Henry Blewer

The more open image with the windy path seems to have a very strong right to left flavor which gets repeated by the populations. I think it would look better if the populations did not enhance this.

I am reminded of a coastal area with that image, but I can't remember from where. Somewhere in New England I think. I like the other new image with the tank very much.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

choronr

Both images are fine; and, I favor the second one for its depth.

Dune

They're actually only tests on how to get a road sculpted out of a hill (which is hard), but I'll give you another one. Trees planted anywhere, but who cares. I do like the camouflage of the tank here. The guy is talking to his mother; "Mama, mama, that man is pointing a thing at me...."

Henry Blewer

I like this new image much better. I like the story behind the image also.

You are right about carving paths out of hills. I can't do that even with a straight simple shape shader. You do it with curved ones. I was never able to get the curved simple shape shader to curve. Keep up the great work.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Dune

You have to set the location key in the simple shape different than the default, Henry; position in terrain, not final. Then warp it by using a redirect and some displaced PF (or perlin3D+displacement shader). Works like a charm.

Henry Blewer

I enlarged test 6 and was forced to use the word 'Whoa'. It is one of my favorites of the images you have posted. The water with the foam intersecting with the stream bed is really cool also. They are both shots from the same landscape?

Set the location for the simple shape shader in a different location. So the bend is computed from the offset of the location; value of 0,0,0 will not give anything for the calculation to work with. It simply returns zero. Thanks Ulco. I just heard something whirr and click in the dusty brain.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Dune

They're from the same landscape indeed, something I'm doing for Jon. But again, nothing refined yet. And the roads here are from a mask, not a simple shape. Speaking of simple shapes, of course you have to set a certain location and depending on the main axis of what you want for a road (or whatever) you tend to redirect the Z or X. You can do both, but if the road is principally North-South, best to warp in the X direction. If you want your North-South road about 500 meters eastwards, then set the X to 500, but that's obvious.

Henry Blewer

I have not had a chance yet to look at your files that you sent. I need to get the cobwebs knocked down and find the oil. I am sure a new piece of the puzzle is about the fall into place. Thanks.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

dandelO

I think, Henry, you might have misunderstood Ulco. It is not the 'location' of the simple shape shader that affects the ability to warp/bend. What Ulco's referring to is the 'position key' option, found at the bottom of the settings panel. Using 'position in terrain/texture' will allow you to redirect the shape.(remember to also set the SSS's displacement position key if you need to bend that, too!) :)

Dune

I thought so too, so I sent him a nice little file to play with. (you do that for nice people  ;) )

Henry Blewer

'It's nice, to be nice, to the nice' Frank Burns from the TV show MASH. :D
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

otakar

Quote from: dandelO on August 10, 2011, 08:56:33 AM
I think, Henry, you might have misunderstood Ulco. It is not the 'location' of the simple shape shader that affects the ability to warp/bend. What Ulco's referring to is the 'position key' option, found at the bottom of the settings panel. Using 'position in terrain/texture' will allow you to redirect the shape.(remember to also set the SSS's displacement position key if you need to bend that, too!) :)

There must be another piece to this. No matter what displacement amplitude I select, the shape does not deform. SSS shader feeds to redirect shader (which has a Powerfractal input for X or Z) which then feeds into the blending port of a surface layer (to see the mask in the preview). Grrr!