Salt Flats

Started by AP, November 06, 2015, 02:40:19 AM

Previous topic - Next topic

AP

All function nodes with one Strata and outcrops shader and some Fractal warp shaders to make it appear eroded. A WIP with some plants needed, perhaps more clouds and some slight touch up for final.

Dune

Nice. You have some heavy displacement going on, and I think for a final you need to force all edges (slower). What if you do the salt with a default shader with a little shine, luminosity and translucency, and perhaps a little whiter with patches of dirt.

AP

I intend to Force all edges but this time it did not cross my mind. I could try the Default shader ideas and see how it looks. Adding some whiter spots is possible.

DocCharly65

Good luck Chris.
I am curious how it developes. I already like the first one.

bobbystahr

looking good..following this image...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Hannes

Me too. Looks promising. I think the displacement is too strong.

AP

Almost ready for round two. I have to render it over night.

AP

Round two did not work out so well. Vegetation placement is an issue. Maybe just limit the amount more? Force all edges did not work either.

Dune

Mmm. Some strange things going on here. The hole is weird, maybe a different seed may have it gone. But why is object placement an issue? Don't you have the ground worked up from PF's? They can be used as masks to place stuff. I do like the tiny salt ridges at the water's edges.

AP

Changing the seed is a good idea. The objects do not seem realistically distributed. I may have to redo that part entirely. No Power fractal shaders for the ground, it's all Functions.

Dune

Well, feed the functions into a color adjust and extract a map out of it.

AP

Sure, that is possible.

DocCharly65

Mhh... I'm not sure but I think I had a similar issue: In my "planet of the apes-terrain" all populations were placed unvisible under the surface.

When I choose a surface shader instead of the default "Compute Terrain" in anchor, then the populations are ok.
Is this a similar effect?

Single objects work as usual.

AP

No, i don't have that issue. I have it figured out already.    :)