Primal

Started by dhenry2112, March 27, 2016, 03:19:15 AM

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dhenry2112

I'm wondering if it's worth doing something with this one as I'm not going to have enough time left to do very much at all. It certainly is different though. I can say that much.




Dune

With a few hours of work this can be stunning, standing in the midst of a steaming lava flow. Needs some variety in rock and some size and appearance variety in the voronoi. And perhaps some steam.



dhenry2112

Quote from: Dune on March 28, 2016, 03:00:10 AM
With a few hours of work this can be stunning, standing in the midst of a steaming lava flow. Needs some variety in rock and some size and appearance variety in the voronoi. And perhaps some steam.

Do you mean the variation slider for the veroni displacements in the tweak tab of the fractal terrain? I often get advice here that's so vague it provides little help but yeah, I'll play with that. I have no idea how to do steam either but I'm guessing it involves low level, low density clouds of some sort. I'm just gonna start playing with sliders on this thing this weekend and see if I can accidentally make it better lol.

inkydigit

yeah low level cumulus for steam, try different noise flavours too, in the cloud density shader!
:)
Good luck!
J

Dune

The orange voronoi seems like you used the blue node setup. That can be warped (if a get position in texture is used! Scales related to size of voronoi, so check what happens up close) and masked by power fractals to give it a slightly less 'straightness'. Even mixing scales of the voronoi will do wonders.

TheBadger

It has been eaten.

dhenry2112

Quote from: Dune on April 02, 2016, 02:41:09 AM
The orange voronoi seems like you used the blue node setup. That can be warped (if a get position in texture is used! Scales related to size of voronoi, so check what happens up close) and masked by power fractals to give it a slightly less 'straightness'. Even mixing scales of the voronoi will do wonders.

Actually I used an image map with distribution shaders for the lava. I used the surface layer luminosity function for the glow.