Author Topic: WiP - Mountainous structures  (Read 757 times)

Offline KlausK

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WiP - Mountainous structures
« on: October 09, 2017, 11:47:05 AM »
Hi
here`s a little wip sequence of a default scene Fractal Terrain evolving into a mountainous structure.
It is not yet (perhaps) worked out in high detail.
I wanted to explore the use of Transform Shaders, Masks, Redirect Shaders to better understand what they are doing.

Starting off with a small masked fractal terrain I added a duplicate of that on top of itself, only showing through where
the distribution shaders altitude settings allow.
The transform shaders move the different masses (terrains, power fractals) around and let them interact with each other.
A little bit like a boolean operation.
Since I use a simple fractal terrain node (and not a displaceable object, for example) the mask applied to this node determines
how much fractal "mass" is available for the process. Make it larger --> more terrain to interact with. Make it smaller --> less terrain.
Transforming the different structures this way does not run out of "building material" so to speak.
First set of pictures shows the progress in place - the terrains have not yet been moved .

Cheers, Klaus
« Last Edit: October 09, 2017, 01:05:01 PM by KlausK »
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Offline KlausK

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Re: WiP - Mountainous structures
« Reply #1 on: October 09, 2017, 11:51:56 AM »
Second set of pictures shows what happens when you move the different fractal terrains (and with them all the other stuff) around against each other. Cheers, Klaus

ps: I hope, I don`t bore anyone to tears... ???
« Last Edit: October 09, 2017, 01:05:43 PM by KlausK »
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Offline KlausK

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Re: WiP - Mountainous structures
« Reply #2 on: October 09, 2017, 11:53:40 AM »
And this is a screenshot of the node network. Quite simple, not very many nodes, actually.
Cheers, Klaus
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Offline Rumburak

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Re: WiP - Mountainous structures
« Reply #3 on: October 09, 2017, 12:27:02 PM »
Good stuff. These are some very nice structures.

Offline KlausK

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Re: WiP - Mountainous structures
« Reply #4 on: October 09, 2017, 01:00:02 PM »
Thank you, Rumburak!
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Offline luvsmuzik

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Re: WiP - Mountainous structures
« Reply #5 on: October 09, 2017, 04:43:23 PM »
Very very nice! Experiments are never boring! Thank you for sharing this.

Offline KlausK

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Re: WiP - Mountainous structures
« Reply #6 on: March 21, 2018, 07:17:57 PM »
Hi,
here`s a mix out of the Fractal terrain from a Default scene and a steep ridge done with blue nodes.
Clouds are Easy Clouds Altocumulus Castellanus, Coverage:0.85 and Grow:3.5, 130mil Voxels.
CHeers, Klaus
« Last Edit: March 21, 2018, 07:28:45 PM by KlausK »
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Offline Jo Kariboo

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Re: WiP - Mountainous structures
« Reply #7 on: March 22, 2018, 03:42:23 AM »
Nice experimentations! I like n.24 to 33.

Offline KlausK

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Re: WiP - Mountainous structures
« Reply #8 on: March 22, 2018, 12:00:21 PM »
Thank you Jo Kariboo.

Here`s another one.
Some specks in the left of the render. Forgot to edit them out.
CHeers, Klaus
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Offline bobbystahr

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Re: WiP - Mountainous structures
« Reply #9 on: March 24, 2018, 03:12:36 PM »
That's friggin amazing man....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline Dune

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Re: WiP - Mountainous structures
« Reply #10 on: March 24, 2018, 04:43:06 PM »
Kind of looks like a quarry.

Offline KlausK

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Re: WiP - Mountainous structures
« Reply #11 on: March 27, 2018, 11:26:03 PM »
@bobbystahr: thanks very much!
@Dune: ...now that you mention it...

And sorry for the late reply. Your comments slipped through my "filters".
CHeers, Klaus
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