Helix Tower

Started by nbk2, February 29, 2012, 10:44:56 PM

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nbk2

I implemented this:

http://forums.planetside.co.uk/index.php?topic=1871.0

The changes I did, was to apply the helix to a image based height map and to a cloud layer ..

I didn't randomise the stratas.. I wanted it clean.

TheBadger

You know, this is actually very interesting! I would try to make the clouds look more like clouds... Where they follow the shape very closely but billow out at parts. Make them more fluffy, like clouds, and try to get rid of the noise. For the tower of rock Take a look at this tut and try to add some of the elements from it to your spire, I think that you will end up with a very nice image, fantastical and surreal.

tut links for reference... http://forums.planetside.co.uk/index.php?topic=2530.0 AND... http://forums.planetside.co.uk/index.php?topic=12630.0

If you can get this kind of displacement around your shapes (your own version) I think it will look sweet.
It has been eaten.

nbk2

Sadly I am running into some issues, bug, feature.


http://forums.planetside.co.uk/index.php?topic=14069.msg137769#msg137769

But it could potentially look cool see below..

Obviously there would be clouds etc and less terrain repetition ..

But in the moment this is on halt cause of the terrain render failure or until I know what to do. :(


Dune

You'll get better results if you up the displacement tolerance on the planet node by small increases (don't put it at 10, but 1.2 or so), but it'll increase render time. At least, that's what I think would help.
They're nice structures, almost like twisted trees. Nice concept!

nbk2

Quote from: Dune on March 03, 2012, 03:58:34 AM
You'll get better results if you up the displacement tolerance on the planet node by small increases (don't put it at 10, but 1.2 or so), but it'll increase render time. At least, that's what I think would help.
They're nice structures, almost like twisted trees. Nice concept!

Thanks Dune (enjoying loads of your posts btw ;) ). I am trying smaller increases.

I have progressed in this image, I am just fighting in the moment with the transform shader and where it's pivot point is, or what the hell it rotates around. Looks like 0 0 0..

dandelO

#5
Nbk2, whatever coordinates you put into the translate field of the transform shader becomes the pivot point that the shader moves around. If you don't change the translate values then the pivot is at 0,0,0. It's a great way to work on shaders in their own preview windows because you can see the very part of the shader you are going to use(0,0,0) and then just translate that point in a transform shader, where you can then move that area directly to where you want it, you can then be sure you are using shaders with the noise patterns etc. looking exactly like the preview window you've been working on, and not some other area miles away in the same shader that might not look as you wanted it to.

Zairyn Arsyn

whoa weird, i like these.  :)

the first one reminds me of a tornado,
second one scares me a little bit.  :D
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nbk2

#7
Hi, I kinda made a mountain on stilts from the initial starter point.

This is another training image.


I used stuff I found on the forums and adapted it. Thanks to all ! :)

I used partly Wallis plants but I brightened them up a bit.


Well this is spruce but  the trees seem to be a bit brighter
http://static.zoonar.de/img/www_repository3/ed/2e/61/10_aee95eb7ff066de2bd06934d610b9e36.jpg

Also pine
http://media.kickstatic.com/kickapps/images/21864/photos/PHOTO_4387244_21864_4112482_ap.jpg

I varied the colouration and I added some extra x and z rotation but it would be nice to be able to do that in the population node.

Theoretically if it would be available I would have altered size of plants with a draw of a gaussian and made a height modifier on size as plants grow on a thermocline, not just in large geographical areas. So high plants of the same species tend to be smaller. Maybe these are available with xfrog plants?

Phenotypic plasticity
http://www.jstor.org/discover/10.2307/2389420?uid=3738032&uid=2&uid=4&sid=47698742117107
http://jeb.biologists.org/content/204/11/1991.short
http://books.google.co.uk/books?hl=en&lr=&id=KEbbHml7UZUC&oi=fnd&pg=PA115&dq=altitude+phenotypic+plasticity&ots=T0BmT2oJ_I&sig=rf2W7aUYtqJkD1h8kWVRoeR_V8I#v=onepage&q&f=false
http://www.sciencedirect.com/science/article/pii/S0169534703000363
General
http://scholar.google.co.uk/scholar?hl=en&as_sdt=0,5&q=altitude+phenotypic+plasticity

Normal distribution and plant size
http://www.sciencedirect.com/science/article/pii/S0022519384800028

Anyway the birds are done in XSI and a flocking ICE node. There are 1000 in there so model had to be very simple. I exported the instances with the Octane XSI exporter. More detail sadly crushed my system.


The two waterfall methods didn't work for me in a heavily loaded scene. I could kinda paint, but it took ages for the render view to finish and switching planets off killed the athmosphere and the Sky crash thing also happened. So I did my own. Loosely based on trajectory. The advantage is I can control via two image nodes the depth and length and it doesn't extend into the cloud. (Didn't try 3d paint yet).

Initially there was to be a bigger dragon, but it took away too much focus and it was too late to work on the semi transparency work around and I couldn't be arsed anymore tbh..., there is always something better to do. I hope it comes with time.


My geological knowledge is still not very good so loads to learn also there.. :)


Regarding noise. I couldn't render beyond 0.5 detail, so opted for 0.25 and 4 times the images size and reduced, maybe I should throw noiseware at it, but that would introduce new artifacts. When I get a 64bit system, I might redo it.




nbk2

#8
Quote from: dandelO on March 06, 2012, 08:59:43 AM
Nbk2, whatever coordinates you put into the translate field of the transform shader becomes the pivot point that the shader moves around. If you don't change the translate values then the pivot is at 0,0,0. It's a great way to work on shaders in their own preview windows because you can see the very part of the shader you are going to use(0,0,0) and then just translate that point in a transform shader, where you can then move that area directly to where you want it, you can then be sure you are using shaders with the noise patterns etc. looking exactly like the preview window you've been working on, and not some other area miles away in the same shader that might not look as you wanted it to.

Hmm, this didn't work for me, dunno what went wrong. Maybe it's the warp shader.

I attach what I did. I wanted a waterfall in my main scene so i tried to come up with something workable. Since there is a trajectory the rotation on the main fall is important. The splash is round so i did no rotation.


You can change the trajectory imitator and via the masks you can control width in x and z. Height is controlled via the cloud altitude.


There is a round splash cloud where the rotation doesn't matter.



In the end I just move the whole thing to 0 0 0 then I rotate and move back. Not ideal but it works.


I couldn't control the painted shader in a heavily loaded scene, so the two solution from the wiki didn't work for me.

The maths is based on what works for me, so apologies if any maths wizard gets a heart attack.. :)

I simply pumped altitude into vertical trajectory and added some modifiers for convenience.

http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html


P.S. the fall is huge, but that's what I needed for my scene.

TheBadger

Nice Water fall. Your really doing some interesting experiments, keep at it.
It has been eaten.

nbk2

Quote from: TheBadger on March 10, 2012, 05:11:07 PM
Nice Water fall. Your really doing some interesting experiments, keep at it.

Thanks. There is some method to the madness. I wasn't aware that I couldn't populate objects when I got TG2. So I am kinda experimenting how far I can stretch the planets ..