Beached Rock

Started by Jonathan, September 08, 2011, 09:35:59 AM

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Jonathan

Hi all, was playing around with our good friends the fake rocks and came up with this...my only critism is the waves are not quite right...any thoughts?
Every problem is an opportunity, but there are so many opportunities it is a problem!


inkydigit

I Like it...cool colours...cant help with the water...I thought it looked great!

Jonathan

Every problem is an opportunity, but there are so many opportunities it is a problem!

choronr

I like this as well. Would like to see some color variation in the rock ...maybe some gray/brown striations. Also, perhaps some wetness on the rock just a short distance above the water line. The water looks good - maybe some water/foam against the rock?

:)

I think sandstone rock works good here, not needing variations as others think.
nice

Jonathan

Thanks TheOne - I do agree that some wetness would be good - i will have a go at that (if I am technically up to it!) - I do feel like a complete newbie and need lots of guidance :)
Every problem is an opportunity, but there are so many opportunities it is a problem!

Dune

You can do it, JJ. Just add a no color surface layer, add a color adjust shader set to gamma 0.7 or so + reflective shader no RT as its child, blend this surface shader by a distribution shader set to a max height of something just above your water level, with some small fuzzy zone. As a start.

Jonathan

Thanks Dune - I will give it a try - once I have finished all the others I am doing! ;) Appreciate the technical help too - it's a slow learning process :)
Every problem is an opportunity, but there are so many opportunities it is a problem!

Jonathan

Hi Dune,

Had a go this afternoon - but had problems - I have used a fake stone shader for the rock, rather than it being a heightfield. Tried a number of ways to add a colour adjust and reflective layer, but the rock got smaller and smaller!! I have attached the TGD to see if you can make head or tail of it - hope you don't mind?

Thanks!

Jonathan
Every problem is an opportunity, but there are so many opportunities it is a problem!

Dune

I've added a surface layer with a reflective shader, and a distribution shader to control height. It is better (IMO) to add your rocks as a child to a surface layer than have it in the line like you had. But it works good here.

Jonathan

Thanks Dune - I ran a quick render and it does look a lot better - will run a full render and post the results. I can see what you have done - and curse my tiny brain for not working that one out - but it has been a useful lesson - thanks!
Every problem is an opportunity, but there are so many opportunities it is a problem!

Jonathan

And here is the final image - does look a lot more real - if I was being pedantic, I would argue that the wetness needs to be graduated - "dryer" wetness at the top and "wetter" wetness near the water...this of course maybe going too far? Thanks again Dune :)
Every problem is an opportunity, but there are so many opportunities it is a problem!

dandelO

Just use a higher fuzzy zone in the altitude constraint for the reflectivity, that would give you the wetness fall-off you're looking for.
I'd say the wetness is climbing too high up the rock face but it does look better than the first one. :)