Martin's landscapes

Started by Martin, July 31, 2017, 01:33:05 am

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Martin

That's it! The fixed distribution shader.

bobbystahr

Quote from: Martin on August 22, 2017, 07:27:48 am
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

Martin

Quote from: bobbystahr on August 22, 2017, 11:34:53 am
Quote from: Martin on August 22, 2017, 07:27:48 am
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.

Kadri


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

Martin

Quote from: Kadri on August 22, 2017, 01:17:13 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.

bobbystahr

Quote from: Martin on August 22, 2017, 12:41:56 pm
Quote from: bobbystahr on August 22, 2017, 11:34:53 am
Quote from: Martin on August 22, 2017, 07:27:48 am
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

Martin

Quote from: bobbystahr on August 22, 2017, 02:18:17 pm
Quote from: Martin on August 22, 2017, 12:41:56 pm
Quote from: bobbystahr on August 22, 2017, 11:34:53 am
Quote from: Martin on August 22, 2017, 07:27:48 am
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

Martin

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

bobbystahr

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

Martin

Quote from: bobbystahr on August 22, 2017, 03:17:00 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.


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

bobbystahr

gotcha, SSshader and some masked strata I guess?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Martin

Quote from: bobbystahr on August 22, 2017, 03:36:05 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


Martin

Quote from: Kadri on August 22, 2017, 04:12:48 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.

Martin

A doodle how I tried to achieve the sinkhole levels effect.