Started by N-drju, April 04, 2014, 07:28:09 am

Previous topic - Next topic


Next on my idea list is a render of a cenote. If you are unfamiliar with the term just google it. Basically it is a relatively deep cavern with water inside with an abundant vegetation growing all around it. Obviously, I could do that with crater shader but I'll have to apply displacement shader so that it doesn't look so smooth and unnaturally round. However...

What should I put into the "function" box? ??? I don't really know whether I should create some winding node network here or will just a heightfield do (say, as a displacement map/pattern)? Help me out here.
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"


Looks like you need either a vector displacement map, or an inverse big fake stone, or a displacement down and then a compute tarrain and a redirect under a certain height.....


Before getting complicated, a power fractal feeding the Rim Shader input of the crater can do quite a bit.