Mick, nice efforts so far. Obviously getting a tall column isn't the big problem, but as you stated displacing them properly is a nightmare.
Your low quality render obfuscates some other problems as well.
However, this is a good starting point, so I saved the file and after a fresh sleep I'll see if I can work a bit on it.
Quote from: Themodman101 on December 21, 2012, 02:46:32 PM
What if I created the base model using Zbrush in which im very fluent. And then put it into TG2. Or rather I give it to one of you guys. Would you be able to do it on a .obj?
That would be cool to see of course. Only problem is that TG2 can't populate imported objects
Also, a very detailed ZBrush mesh would probably take very long to render. Probably a lot longer than a (localized) procedural solution within TG2.
But if you feel up to it than I'm more than interested to see where you can take it!
For instance, you could model it with trees on it, ultimately.
Quote from: swissAdA on December 21, 2012, 03:23:27 PM
hi
Maybe something like this?
[attachimg=1]
Yessss, getting there slowly
The symmetrical features can be fixed by tweaking the fractals and getting those strata like rock features from the reference should be do-able too.
Can you show us how the setup?
This one also nicely shows the problems TG2 gives when trying this. There are lots of torn/stretched surfaces.
Regardless of how dense you calculate your terrain/normals, you'll never seem to be able to get nice smooth surfaces without stretching and tearing.
There MUST be a way though!