2 tests

Started by Dune, January 17, 2014, 02:29:35 AM

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Dune

Got the cloud working now. Now some more details...

mhaze

Now that is almost perfect - definitely the best I've seen in TG

zaxxon

Very, very interesting. This would be a wonderful subtool to include in a future TG release, provided Dune would be so gracious. Superb.

otakar

Wow, this is great! I'd like to see a little more water off to the sides towards the bottom as it impacts the pool, but this definitely another step towards realism. Still don't understand how you can work on multiple complex projects at the same time, Ulco. I can't even stick to completing one in a reasonable amount of time :)

choronr

A Terragen Renaissance man at work. The last waterfall image is exceptionally realistic ...can't wait now for those details. Your masking technique; is that a white triangle with many small and numerous black dots?   

Kadri


The waterfall looks great Ulco!

Dune

Thanks for your positive feedback, guys. I'm quite pleased how this works out, but it can be better (as always). Basically, it's simple (as always); the falling foam is a localized cloud (dense), a max height (distribution shader) as final cloud input, the main cloud is stretched in Y (4), some very hard fractal, and warped by a distribution shader (through a vector displacement shader of course), where Z is bent 20m from the distribution lower end of 0 (base of fall) with fuzzy zone of 30m, so a gradient is there going up towards white. This bends the cloud to the fall.
I dropped the image map (white triangle), projected by camera, as this is easier.
The cloud fractal is also masked by 2 simple shapes; an oval at the bottom of the fall, slightly wider than the fall multiplied by a longer rectangle about the width of the fall, to harden the sides, but not the soft ends above the stream. Very workable.
Oh, and the fall cliff is redirected with a soft distribution shader as well, to get more vertical. The area around the fall area is negatively masked by a soft simple shape, like the default scene. The stream itself is displaced down (normal) from the basic soft terrain through a simple shape (again), to a gully. The same simple shape acts as negative mask for further rocky displacements. With some color adjust shaders in between nodes you can shape the masks however you like (within limits). The basic soft terrain is also fed into a plane (through a default shader to act as opacity mask), so an extra surface is present in the gully (the waterfall and stream). You can build that up with waves, water and foam.

The only problem I encountered here is GISD on the edge between fall plane and planet.     

kaedorg

it's getting better and better

bobbystahr

This is freaking brilliant and I am intrigued by the write up....but will only truly understand this when I can see the whole thing on my monitor....here's me hoping for a .tgd to study.....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

That would be too easy  ;D ;D ;D I'll let you guys work on it a little. If you can't work it out, post (the tgd) and I'll have a look. Keep it simple from the start; first thing is making a ledge from which the fall falls... make surrounding terrain masked by soft circle SSS around that, use that terrain for input in a plane at Y=0, no compute terrain needed. Then make the river (either warped or straight), and displace a gully (SSS) down. Now the plane will stand out in the gully. You can play with extra displacement up or down. The rest I described earlier.

Go for it  ;)

choronr

Thanks Ulco for the steps you describe. I'll be trying another with maybe a closer view.

Matt

Quote from: Dune on January 17, 2014, 09:36:10 AM
How would any of you go about making cloud quite dark in shadow and light where sun hits? I can't get the cloud dark in my shadows, though I'm still working on it.

"Receive shadows from surfaces" in the cloud layer.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Dune

That one slipped my mind, thanks Matt. I was only thinking in the lighting tab settings. I have made the color very dark now (0.04) and the light propagation at 0, and same with enviro light and enviro light tint.

Hannes

That's incredible, Ulco!
I have to say that I don't really understand your description yet on how you did that, but that's not your fault ;)
The cloud seems to be a bit too violet (at least on my monitor). Is this maybe intended to show where the cloud actually is?

bobbystahr

Quote from: Hannes on January 20, 2014, 04:51:54 AM
That's incredible, Ulco!
I have to say that I don't really understand your description yet on how you did that, but that's not your fault ;)
The cloud seems to be a bit too violet (at least on my monitor). Is this maybe intended to show where the cloud actually is?
Glad to see I'm not the only one who has problems with written descriptions, heh heh heh....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist