Rocky River revisited

Started by Hetzen, June 01, 2015, 05:10:43 AM

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Hetzen

Thanks again for the comments.

Ulco it has been a while, you're right there is room for some grass on the right, I'll have to look and see what I have to place in there. I could tweek some of the other veg too. I quite like the overall darkness, it very much depends on how your monitor's contrast is set. I remember seeing a painting in the Tate called "Three Witches Of McBeth" or something like that, that on first glance looks completely black, but the more you looked at it you then realised there were three witches dancing around a bright fire. A great demonstration of exploring an image.

The rocks are made with a combination of Voronoi 3D Vector A and Cell noise at different scales, which do indeed use the Vector to Displacment node.

Dune

So no previously modeled stones turned into vdispl map. Thanks for explaining, Jon. I have to experiment with those kind of stones, you got my attention there! Really nice!

DocCharly65

Cool image! Unbelievable stones!
I like it!

bobbystahr

Quote from: Hetzen on June 02, 2015, 07:28:41 AM
Thanks again for the comments.

Ulco it has been a while, you're right there is room for some grass on the right, I'll have to look and see what I have to place in there. I could tweek some of the other veg too. I quite like the overall darkness, it very much depends on how your monitor's contrast is set. I remember seeing a painting in the Tate called "Three Witches Of McBeth" or something like that, that on first glance looks completely black, but the more you looked at it you then realised there were three witches dancing around a bright fire. A great demonstration of exploring an image.

The rocks are made with a combination of Voronoi 3D Vector A and Cell noise at different scales, which do indeed use the Vector to Displacment node.

As a blue node imbicile I'd like to see a clip of that for sure...might help with groking blue nodes....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

#19
I would too. Did some experiments yesterday, but couldn't get the soft vectors from the blue nodes, particularly the bulging sideways. I admit defeat  :(

Ah, just reread the last sentece... I took that as the vector displacement shader, but it's the convert vector to displacement node....

bobbystahr

Quote from: Dune on June 03, 2015, 05:14:18 AM
I would too. Did some experiments yesterday, but couldn't get the soft vectors from the blue nodes, particularly the bulging sideways. I admit defeat  :(

Ah, just reread the last sentece... I took that as the vector displacement shader, but it's the convert vector to displacement node....

That's what I did...will bash away at this after my chiro appt. today...off to get my guitar hands and neck tended to...this aging sucks man o man...thanks for your sharp mind Ulco...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

bobbystahr

I did not find that node in a quick check of the Convert node list Ulco.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Hetzen

There's a few things that need doing to get these shapes. Sorry guys, I don't want to give out the network just yet. I want to use similar stones in an another scene.

Dune

I can appreciate that. We just have to find out ourselves  ;)

bobbystahr

Ditto to Ulco's comment re: the network.

Ulco I found the Convert Displacement to Vector, I thought I was looking for Convert Vector to Displacement as your comment was phrased:
but it's the convert vector to displacement node....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Hetzen

Hopefully tomorrow afternoon I should have 200 frames rendered and ready to comp. Got a wide scene breakdown too.

Dune


Tangled-Universe

Somehow missed this topic, how could I!

I'm sitting in the lab at work right now and the lighting is bright, so I guess the render looks dark to me because of that.

Else I'm very curious to see the animation as well as your take on the rocks :)
Is there a special reason you did it this way, instead of 'just' using fake stones?
Perhaps your method is less prone to the underlying terrain, as fake stones tend to get f'ed up big time very easily? ;)

Cheers,
Martin

TheBadger

Missed this image too :o But its cool that an animation has already been decided! Now I don't have to say, HEY, make an animation!  ;D

In the OP, I really like the image down stream. The trees have a great feeling, and the light works with the set really well. Agree that it may be just a tad too dark in some places. But it depends if I am supposed to believe I am looking at a photo of a real place, or that I am standing at a window to a real place, if that makes sense.

Never quite sure if we are supposed to render like film, or like our eyes see, HDR, sorta   ;D
It has been eaten.

Hetzen

Thanks again guys.

The image has come on some. I have a 200 frame sequence, which I'll post in the morning. It's not perfect, but it's the best I could do with today's developments in my world.

Sad day, I've had to say goodbye to a lot of good work colleagues, whom I consider good friends. I think I'll be joining them very soon.

Martin. I wanted soft eroded big rounded boulders without hard edges, which tend to cause exploded stones when you mask them. I came up with another method which needs some refining.

The break down I had in mind was one of those scene build up animations.

Cheers.