Started by WAS, November 28, 2015, 04:03:51 PM
Quote from: Chris on November 29, 2015, 02:49:52 AMCertain a lot closer in certain areas. Here in red is what i see and green still needs to be achieved, at least from what can be seen so far. A mix of more flat, some softer corners and wider strata.I am currently rendering a very crude example of sharp scarped cliffs. There are several ways of doing what i have in mind so as crude as it may be, there are still man ideas left to explore.
Quote from: Chris on November 30, 2015, 06:07:29 PMTo me it seems like what is needed is an iteration function or a function that splits a fractal noise into frequencies (size variant gradient) using features to drive it by slope and or altitude. Certainly several fracture layers can be blended but having the fractures be a consistent flow might be hard to achieve.
Quote from: Chris on December 01, 2015, 12:05:57 AMI'm still exploring various functions. Maybe, just maybe there is a way to create something like a frequency function at least.
Quote from: Chris on November 30, 2015, 06:50:29 AMI managed to put some tests together but some parts may work well more then others. Use what ever parts may help. This has been very hard without a clear way of the proper fractal noise/s.
Quote from: Hetzen on December 01, 2015, 05:28:30 PMQuote from: Chris on December 01, 2015, 12:05:57 AMI'm still exploring various functions. Maybe, just maybe there is a way to create something like a frequency function at least.Yes you can Chris. By using Voronoi 3D Cell, you can create 'random' intervals with the greyscale output. Because you can't blur the edges, you will get sharp lines where the shade changes between the cells and then get ugly edges. What you can do is use a Voronoi 3D Difference noise to multiply the Cell noise to always fade the edge to black, as long as they have the same seed and scale as well as position, they will align with each other. To tighten that edge, you can use a Colour Adjust, or, you can use a Smooth Step, where the low is 0 (black) and for the top end say 0.1 to become white. This will plateau the gradient of the V3D Difference noise. Try and play with Get Altitude in Texture to drive the noise functions instead of a Get Position, this will give random banding through altitude, which you can use to break up other noise effects.
Quote from: Dune on December 02, 2015, 03:08:13 AMThat's a neat little flock of blues. Just playing with it. If you rotate it, and add as child (or whatever), you can get nice blocks. Another technique again, good to have at hand. Thanks, Jon.