Valley Hunters

Started by Dune, August 24, 2015, 12:11:10 PM

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Dune

I'm basically trying to get real straight squares out of a wall/terrain (without waiting for new noises). If that's succesful, I can mix them with other noises, and erode them, whatever.
The herons are on size, but perhaps the river/pond is a bit too wide and the stones too large.
I will keep messing with this today...

kaedorg

Again very nice.
The only thing that disturbs me is the reflective shader on grey stones in middle right of the water.
In my opinion, it seems too high to cover completely the stones. But I like the reflect on the top of the big one.
What will happen with 2 reflective shaders trying to simulate the evaporation on top of the stones ?

David

Dune

I already lowered the wet zone, as I noticed it too. If the fuzzy zone is big enough, one reflective shader will do for a nice fade-out, and for a patchy fade-out to the highest areas, breakup can be adjusted.

AP

How square does it have to be?

Dune

#19
 :) Like this:

AP

Very close and that is some nice erosion you have there.

Hannes

These rocks look much better now! And the birds.

mhaze


Dune

#23
I forgot to mention that the erosion is partly due to Daniil's (test) erosion shader. I used it to carve out the larger gullies in a low octave setting, which works very nicely. The rest of the erosion is from a fractal warp shader.

kaedorg

Very impressive. Indeed the rocks look really great now.

David

TheBadger

QuoteI can stop posting them
No one anywhere ever said that is what you should do!  ;)

On the last render, I really like the smoothness of the tops of the mounds. This is a effect I see in nature in many many places regardless of the rock type it happens to. Would like to see that effect as a one click preset in TG. 8)
It has been eaten.

bobbystahr

rockin rocks Ulco...sitting here amazed as always
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist