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Cenote
Cenote
Started by N-drju, April 04, 2014, 07:28:09 AM
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N-drju
1k+ Member
Posts: 2,264
"Original charattr, please do not steel."
Location: Poland
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Cenote
April 04, 2014, 07:28:09 AM
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!"
Dune
Fluent in Terragen
Posts: 19,850
Location: Netherlands
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Re: Cenote
#1
April 04, 2014, 07:45:44 AM
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.....
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fleetwood
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Re: Cenote
#2
April 04, 2014, 01:32:29 PM
Before getting complicated, a power fractal feeding the Rim Shader input of the crater can do quite a bit.
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