New rock study..

Started by Clay, February 01, 2016, 01:36:14 PM

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Clay

Trying out a few things playing around WHEEEEEeeee! Obviously will be adding color shaders etc.

archonforest

i think it is pretty nice. Wish to have enough understanding to create something like this. Guess this set up got some blue nods right?
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Clay

Quote from: archonforest on February 01, 2016, 01:58:19 PM
i think it is pretty nice. Wish to have enough understanding to create something like this. Guess this set up got some blue nods right?
Just a few tiny vacant blue specs, easily overidden with a minor tweak or two ;)

AP

Very rigid rock, perhaps something ripe for desert canyons or above the tree line along some mountains? Have you considered eroding it procedurally?

Clay

Quote from: Chris on February 01, 2016, 04:01:25 PM
Very rigid rock, perhaps something ripe for desert canyons or above the tree line along some mountains? Have you considered eroding it procedurally?
I don't have that erode SDK thats in the works:-( I use Macs.

AP

It's hard to recall who here has Macs and who does not. As far as the Plugin goes, hopefully that can be resolved someday soon. I used to sort of fake it using the Fractal Warp shader in specific instances. Sometimes it works well and sometimes not.

Tangled-Universe

Rock surfaces are always fun to do :)

For this one you may consider either tuning down the AO in the GISD or tone down the overall roughness of your displacing shaders.
There's so much detail in it now that it starts to look quite literally 'incredible' :D
I generally use AO of 0.5 and then bump up the "bounce to the ounce" to 3 or so.
You probably know this, but the default 24px works nicely for 800px wide default render nodes.
If you render bigger you also need to change the radius along. At the cost of some extra render time, of course.

inkydigit

I am on Mac too, this looks great so far, and T-U's advice is very handy!
Look forward to see thus evolve...
:)
J

Clay

Quote from: Tangled-Universe on February 01, 2016, 04:34:58 PM
Rock surfaces are always fun to do :)

For this one you may consider either tuning down the AO in the GISD or tone down the overall roughness of your displacing shaders.
There's so much detail in it now that it starts to look quite literally 'incredible' :D
I generally use AO of 0.5 and then bump up the "bounce to the ounce" to 3 or so.
You probably know this, but the default 24px works nicely for 800px wide default render nodes.
If you render bigger you also need to change the radius along. At the cost of some extra render time, of course.
I agree and disagree, the detail is what I want, once the actual shaders get applied I'm sure it will be a different look heheh, great advice though I will put that to use for sure Thx:-)