Population of rock objects

Started by René, October 20, 2017, 01:30:40 PM

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René

w.i.p.

cyphyr

Looking good. Great solution to the old cliff square noise problem.
I'd love to see a render of the individual object/objects.
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune

That's a cool solution. Are they the internal rock objects or imported? I guess the latter. Internal rocks would have to be squared as well, so would be more cumbersome.

Hannes


mhaze


René

These are imported rocks made in Sculptris.
I have tried to find a solution to the square noise problem because square noise is essential in making common rock formations on Mars.
There are still a few things to do: better rocks, more variety and a natural placement for different kinds of rocks. In the end it will probably be a combination of rock objects and displacements that fit together well.

BigMisch

Awesome work!! Went to your art station too, so much nice work! I'm new to TG and don't fully understand how you did all this, but it's all really well done haha. :D

cyphyr

Cool technique especially as you've only used the one rock object.
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

René

Rock pop 4

Dune

Cool. Still just the one rock object? You could mix some more... interesting technique that I have to try myself.

René

Yes still one rock object, different sizes and stretched and flattened. It's meant as a proof of concept.


zaxxon

Some innovative ideas and lovely results, certainly a big challenge!  I saw this today and thought of you. Don't know if using Substance Designer is an option you've considered, but there are some nice rock texturing examples out there.

https://www.artstation.com/artwork/kxrDd

Dune

That's what we need in TG, procedural!

mhaze