Rock experiments - last in series

Started by mhaze, August 12, 2014, 03:06:13 AM

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mhaze

Yet Another a harder,  more metamorphic rock this time.  Took some working out but the old adage of trying negative values solved the problem ;)

choronr

Looking very good Mick. This is something we see in nature; and, you've accomplished close to realism here. I like those clumps of vegetation.

Tangled-Universe

Cool experiments Mick :)

The last one is a wee bit too voronoi'ish to me.
I found out that you can get interesting results by just slightly warping the whole noise function with a fractal warp shader.
Set the scale of the warp to half or fourth the feature scale of the noise and apply something like 1.5 for strength.
Just play a bit with it.
I think what you need here is just that tad bit of warping which breaks up the straight voronoi lines as seen on the right, but not so much that it actually distorts the whole thing.

Tangled-Universe

I did that little warping here in an experiment for a project.

Here I also fed the colour(!) noise function into 2 separate transform input nodes.
1 stretched 3x on X
1 stretched 3x on Z
Then merge those for "difference".
Finally warp them slightly and connect it to a displacement shader.

Of course you can warp them separately for each axis and then combine.
There's so much you can do.

mhaze

#19
Hi TU, I was going for a crystalline structure. I usually use warp in the crack formations but this time I had trouble making it work - it is a very complex reiterative node structure with several compute terrains and for some unknown reason I've struggled with making warps work in this particular structure.  I'll try again as a challenge! Correction it was transforms I had trouble making work the fractal warps work fine - will post later.

mhaze

Interesting rock. So many possibilities.  My plan with these experiments was to develop the areas inside my soft voronoi cracks in a way that was consistent with the cracks. Later I'll apply some more randomness.

DannyG

Quote from: Tangled-Universe on August 15, 2014, 05:35:36 AM
I did that little warping here in an experiment for a project.

Here I also fed the colour(!) noise function into 2 separate transform input nodes.
1 stretched 3x on X
1 stretched 3x on Z
Then merge those for "difference".
Finally warp them slightly and connect it to a displacement shader.

Of course you can warp them separately for each axis and then combine.
There's so much you can do.

AHA! Vertical striations! Awesome
New World Digital Art
NwdaGroup.com
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Mahnmut

I like your rocks a very much.
As others said, they may be a bit to regular for now to be absolutely photorealistic, but very beautiful. Thats what I like about TG, you can take the randomness and diversity of nature  and slightly exaggerate the underlying patterns, which become clearly visible only sometimes in the real world. That makes for beautiful images.
How did you distribute your Plants by the way?
cheers,
J

mhaze

#23
Slope for the grass the background trees are altitude limited.

inkydigit

great stuff Mick, you can't beat a bit of experimental rock!
:))
J

bobbystahr

Quote from: mhaze on August 14, 2014, 03:21:24 PM
Yet Another a harder,  more metamorphic rock this time.  Took some working out but the old adage of trying negative values solved the problem ;)

another step forward...tweak on my friend...fun and informative thread here.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

mhaze

Here's the last ( for now) in this series.  I added warping and masking to this.  It is very close to what I want now.


Lady of the Lake


bobbystahr

Quote from: mhaze on August 17, 2014, 05:58:35 AM
Here's the last ( for now) in this series.  I added warping and masking to this.  It is very close to what I want now.
Big like...this got better with every itteration
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist