Rocks - Why not?

Started by Tangled-Universe, September 11, 2015, 04:30:55 AM

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Tangled-Universe

Rocks are still one of the most fun things to do with TG.

On the bottom left you can see how the displacement function looks on a flat surface (without displacement it's very flat).
I then just added a default strata shader and my default granite shader.

All in all a relatively easy setup.
Terrain -> compute -> displace -> compute -> shade/texture -> plane/planet

I overdid GISD a bit. Strength = 1/5/96.
Since it was rendered it at 2048x2560 you also need a high radius to get similar effects to lower resolution renders.
It's not entirely realistic, but hey, let me try to wet my artistic feet ;)

Cheers,
Martin

sjefen

So this is all procedural, right?
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

kaedorg

Really impressive Martin. Hope to see more

David

Tangled-Universe

Yes Terje, it's all procedural.

sjefen

I'll have to learn this. It looks great 👍
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

Dune

Nice rocks, Martin. I recognize some squarish noise, may well be a mix of stretched PF's, or mogn's square setup. And did you use Daniil's erosion? Looks like it. Or a WM terrain, of course.
You know you need the force all edges to get rid of the white spots, I guess.

Tangled-Universe

Thanks Ulco,

The noise is 1 PF which I then stretch, combine and 'fractalize' with transform shaders.
You can find the setup in the alpha forums.

Yes I should have enabled force all edges, I didn't think of it. Never, actually.

Gannaingh

This looks fantastic! Good work!

TheBadger

I shudder to think of what the network must look like. Awesome terrain though.

What is the source inspiration for this?
It has been eaten.

AP



Tangled-Universe

Quote from: TheBadger on September 11, 2015, 11:33:01 PM
I shudder to think of what the network must look like. Awesome terrain though.

What is the source inspiration for this?

No specific source inspiration, other than that I like rocks canyons etc.
I honestly barely ever use direct sources for inspiration.
I just start away and see where it ends, usually.

Here's the node network, except for its 2 nodes for the terrain, not sure if I can disclose those.

Just look carefully and see that I only use:
1 PF for the square noise as a base.
1 Strata&Outcrops shader
1 Surface layer (with a bunch of nodes for its colour input, nonetheless)

Kadri

Quote from: Tangled-Universe on September 12, 2015, 08:02:44 AM
...except for its 2 nodes for the terrain, not sure if I can disclose those.
...

Curious...from what aspect (Alpha?) ?

Dune

What's the Null shader 01_1 for?

Tangled-Universe

Quote from: Dune on September 12, 2015, 11:20:35 AM
What's the Null shader 01_1 for?

The null shader is there so that I can place a new node in between the null and transform node above it, without having to reconnect every output from that new node to all the displacement shaders after that null.