Niagara Falls

Started by Dune, May 21, 2014, 02:51:57 AM

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Dune

Testing something again, and ran into something I can't figure out (yet). I used a simple shape as a basin, warped by a perlin with minimum size of 5m. OK. I wanted to warp the top 10m of the falls by the same fractal, but with smallest size 1m (to soften the water falling from the top down), so I added them, masking the small sized fractal by a distribution shader with height restraint. Nice theory, I thought, but it doesn't work. Tried different setups, but still...  I'll make it work though, but it's harder than I anticipated.
The water is just a reflective shader, by the way, there's no lake or water shader used. 

bigben

Very interesting effect. 
Rather than change the scale of the second PF, maybe increase roughness and/or contrast?

Kadri


Looks interesting Ulco.
I have an ongoing project in that i will run into this problem too probably.
It is not a waterfall but the shape is kinda similar but rocky.
Curious what you will do.

N-drju

Not too bad I guess. It looks a little bit uniform but only after you take a closer look at it. It DOES look like waterfall tough.

Damnation, do you guys know where I could find that .pdf tutorial on making small, vertical waterfalls? The first page of the document has a picture of the waterfall with some mist on the water surface. I grabbed it once but probably deleted it. >:( You know what I'm referring to?
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"

choronr

The beginnings of a very interesting evolution ...looking forward.

Dune

@Ben: it just doesn't work, I can't get the height to work right for the warp, neither with final position, nor position in terrain. So I just added another vector displace at a later level with height restricted additional small perlin. That works fine.

kaedorg

second is much better. It has more volume with the variation of colours.
still a problem with the white parts i would say


choronr

That is a big improvement.

oldm4n


Upon Infinity

Nice idea.  Good work.

DannyG

Thats excellent as always Ulco, very convincing
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bigben

If you have a function doing the displacement then you don't really need an altitude mask. Your displacement function is one. Plug that into a colour adjust shader and you have very precise control over the mask. Gamma adjustment might be useful in this case as well.

TheBadger

Hi Ulco. looks very good so far. I downloaded sat data of this location a while ago. Hope to use realflow for the water.

Thanks for the good inspiration! Im sure you will get it the way you want!
It has been eaten.

Dune

It won't work from the top, see attached simple setup.  You can't get the distribution shader to work at that level. But like I wrote, the remedie is simple, just add finer VDISP after compute terrain.

Dune

Redone, but now with the falls attached to a plane for more control over the terrain.