Author Topic: Martin's landscapes  (Read 42057 times)

Offline Martin

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Re: Martin's landscapes
« Reply #150 on: August 22, 2017, 11:27:48 AM »
That's it! The fixed distribution shader.

Offline bobbystahr

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Re: Martin's landscapes
« Reply #151 on: August 22, 2017, 03:34:53 PM »
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Martin

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Re: Martin's landscapes
« Reply #152 on: August 22, 2017, 04:41:56 PM »
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.

Offline Kadri

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Re: Martin's landscapes
« Reply #153 on: August 22, 2017, 05:17:13 PM »

Martin if you can wait a little i will share a sinkhole tonight.

Offline Martin

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Re: Martin's landscapes
« Reply #154 on: August 22, 2017, 05:21:42 PM »

Martin if you can wait a little i will share a sinkhole tonight.

Oh thank you Kadri! I wonder what I did wrong this time:S

The random surface texture I made quickly for the sink hole scene looked interesting so I played with it a bit.

Offline bobbystahr

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Re: Martin's landscapes
« Reply #155 on: August 22, 2017, 06:18:17 PM »
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.

Have you tried the Vortex warper? or are you using it already?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Martin

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Re: Martin's landscapes
« Reply #156 on: August 22, 2017, 06:27:41 PM »
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.

Have you tried the Vortex warper? or are you using it already?

Vortex warper?:O I don't even know what that is! Let me check this

Offline Martin

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Re: Martin's landscapes
« Reply #157 on: August 22, 2017, 07:02:43 PM »
Oh right, the vortex warper. Didn't use it in a long time. Can give the scene an interesting effect.Though it won't be useful creating the sinkhole : S

Offline bobbystahr

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Re: Martin's landscapes
« Reply #158 on: August 22, 2017, 07:17:00 PM »
with the Vortex and a SS shader I made a very convincing whirlpool swallowing a boat once but I guess that's apples and oranges eh.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Martin

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Re: Martin's landscapes
« Reply #159 on: August 22, 2017, 07:20:26 PM »
with the Vortex and a SS shader I made a very convincing whirlpool swallowing a boat once but I guess that's apples and oranges eh.

I'm trying to recreate this: https://vignette2.wikia.nocookie.net/starwars/images/f/f6/Tenth_Level.png/revision/latest?cb=20130215052019

Offline bobbystahr

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Re: Martin's landscapes
« Reply #160 on: August 22, 2017, 07:36:05 PM »
gotcha, SSshader and some masked strata I guess?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Martin

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Re: Martin's landscapes
« Reply #161 on: August 22, 2017, 07:54:01 PM »
gotcha, SSshader and some masked strata I guess?

What do you mean by ss shader? It usually means Subsurface scattering...?
This is the simple node network I used


Offline Martin

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Re: Martin's landscapes
« Reply #163 on: August 22, 2017, 08:28:10 PM »

Here is the sinkhole Martin.
http://www.planetside.co.uk/forums/index.php/topic,4484.msg237980.html#msg237980

Thank you Kadri!
Phew, took me almost 10 minutes to find out how is it doing a negative displacement without any negative displacement values...Ugh, the displacement amplitude is so big it just happens to be a big masked valley ! The strata shader with warp gives a nice effect, haven't been using the strata shader for quite some time now.
Anyway, it seems that spiky error was my fault, as this overhanging negative displacement works like a charm. I have to try and find out what did I wrong.

Offline Martin

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Re: Martin's landscapes
« Reply #164 on: August 22, 2017, 08:56:16 PM »
A doodle how I tried to achieve the sinkhole levels effect.

 

anything