Beach

Started by Dune, May 11, 2014, 02:51:03 AM

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Dune

Ask Hannes what could have caused that  ;D

j meyer


Hannes

Not bad for my age, huh?  ;D ;D ;D

archonforest

Wonder what happened when u were 18 :D :D
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Luc

Really convincing  :)

luc

Quote from: Dune on May 27, 2014, 08:42:15 AM
I don't know about these sundried areas, didn't do that on purpose, so perhaps a happy accident. In this iteration I softened the foam mask a bit, and did some other things to it.  I think it's a little better again.
Soft shadows, but not enough samples for grainfree softness, I guess.
Terragen scenes & presets store
www.lucbianco.fr

Hannes

Quote from: archonforest on May 27, 2014, 10:21:00 AM
Wonder what happened when u were 18 :D :D

;D ;D ;D

Hannes


yossam

Hoser................... :)

choronr

Quote from: Dune on May 27, 2014, 08:42:15 AM
I don't know about these sundried areas, didn't do that on purpose, so perhaps a happy accident. In this iteration I softened the foam mask a bit, and did some other things to it.  I think it's a little better again.
Soft shadows, but not enough samples for grainfree softness, I guess.
This is the best example of shore foam I've ever seen. Through the shadows and highlights, the thickness of the foam stands out beautifully.

choronr

Quote from: Dune on May 12, 2014, 07:04:21 AM
I know, but I'm not giving away everything just like that. I've spent an awful lot of time in getting to grips with TG and it's my job.

In view of your 'food parable' it would be like serving a meal, but you don't have a clue about what your eating  ;)

But I might put together a simple setup for the idea (might).
(might) is a good thing.


Dune

I am trying a different setup today, thought out tonight. Here's a short TUTORIAL. Basically it's very simple: you need a mask (SSS or blue nodes) with a soft sea end and a harder coastal end, defining the basic distance between waves. Those can be broken up by (foam) fractals, and stacked and displaced up, using a color adjust shader between stacking for amount of foam, a transform shader for shifting each wave into sea a bit further. Then warp the whole lot (or warp the initial mask) and finally add a reflective shader from a total sea mask (covering the whole ocean with a soft edge), extending a bit onto the sand. The opposite of that (also warped, of course) sea mask is the dry area mask, for dry sand and (shifted inland or covered by another mask) higher ground, such as dunes or mountains). You need a sand color and a (masked) sea color just before getting the foam in. See... simple  ::)

oldm4n

the last two ones are beautiful, especially the one on the previous page : the tree shadows on the beach add a very cool mood in the image :)

Hannes

Thanks a lot for your tutorial, Ulco! So did I get that right? Everything is terrain?

Dune

#59
Yep. Isn't that funny? But you can put it on a water plane, I expect, and have the real terrain duck where it needs to get deeper.
The good thing about it being terrain is that the reflectivity  and waves are not diving under or up from the beach in unwanted areas. And underwater colors can be faked, faster to render as well, no hard calculations, you know. Only if you want 'real transparency', you need something else.