Flying Things

Started by Flythru, November 12, 2015, 07:09:59 PM

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Dune

Well, in this case you hardly need more work on the rocks  ;) Terrific, especially the exhaust gases! How did you do that, post?

TheBadger

It has been eaten.

Hannes

Wow, that's really good!!

Flythru

#18
Cheers guys. The exhaust smoke was done in AE repeated the layer a couple of times, hand rotoed the shape I needed and added blur and turbulent displace to it. The hot exhaust was hand done eyeballing key framed same technique.

DocCharly65


bobbystahr

Great fly thru test...problems well solved....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Flythru

May need some color variation.

Dune

Yes, and some diferent displacement here and there. Why not add a billowed fractal, masked by a larger billowed fractal, and possibly a masked strata shader. And then some color variation.

Flythru

#23
Thanks I'll give it a shot. Haven't had a lot of luck with the strata always ends up looking a little mechanical. Color variations are you talking the dreaded "Blue nodes"...
Ulco, great suggestion, played around with the billows, much prefer the look. The right side happy with, the left is a little random but the may crop out will do a animation test and see how it plays out. Thanks for the input.

Kadri

The second one looks good.In motion even better probably.

Dune

Yes, looking way better. Color variation is just a stack of no displacement, single color fractals (added as child to a surface shader), or a stack of decreased-percentage surface shaders with rocky colors, masked by some fractal and perhaps with slope and height restraints.
You may want to restrict the finer (rough) displacement to certain areas of rock by masking those small fractals.

Well, I made you a small and quick variation setup. Millions of ways to do things.

Flythru

Excellent, thanks, yes found the need to break up the finer texture. It starts to look a little over the top with too much of the granulated look.

bobbystahr

Quote from: Dune on December 14, 2015, 03:01:53 AM
Yes, looking way better. Color variation is just a stack of no displacement, single color fractals (added as child to a surface shader), or a stack of decreased-percentage surface shaders with rocky colors, masked by some fractal and perhaps with slope and height restraints.
You may want to restrict the finer (rough) displacement to certain areas of rock by masking those small fractals.

Well, I made you a small and quick variation setup. Millions of ways to do things.

great tute...off to figure this stuff out...thanks Ulco
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Matt

Quote from: Flythru on December 07, 2015, 11:01:52 PM
Animation test.
Bank hard3.mov

Very good animation. The dynamics in this feel realistic.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Flythru

Cheers Matt. Concentrated on the mass quite a bit, so when it changes direction there is some inertia taking place. the little twitch at the end wasn't quite as subtle as I wanted, so goes on the must fix list. Having some form of secondary rotation on the  stabilizers would be good to.