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NWDA 2018 Theme Challenge - Cliffs
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Dune's cliff
Dune's cliff
Started by Dune, January 17, 2018, 10:17:27 AM
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Dune
Fluent in Terragen
Posts: 19,993
Location: Netherlands
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Dune's cliff
January 17, 2018, 10:17:27 AM
In line with the white tradition
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cyphyr
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Re: Dune's cliff
#1
January 17, 2018, 10:57:07 AM
Excellent start. I'm not so keen on the warped areas (Texturing could make it work though) but I do like the open faces versus the tightly grouped detailed areas.
Welcome to the fray
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zaxxon
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Re: Dune's cliff
#2
January 17, 2018, 11:10:04 AM
A strong start with some nice shapes. The Contest is now getting much more intense!
Agura Nata
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Terragen / Vue / Blender / Game Modding Artist
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Re: Dune's cliff
#3
January 17, 2018, 11:18:30 AM
Well done!
"Live and Learn!"
Artice-3d
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Re: Dune's cliff
#4
January 17, 2018, 11:28:27 AM
Dune my dear i waited for this
I like it...
But Rene pretty forward at start
!! BUT i know you, it will be an interesting challenge
DannyG
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Re: Dune's cliff
#5
January 17, 2018, 11:36:18 AM
And it begins ...
New World Digital Art
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Dune
Fluent in Terragen
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Re: Dune's cliff
#6
January 17, 2018, 11:39:46 AM
Warp is some tilt and shear, masked. Easily taken out.
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AndyWelder
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Niet zeuren, gewoon doen!
Location: Eindhoven NL
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Re: Dune's cliff
#7
January 20, 2018, 06:14:05 AM
"What, what just happened?!" "Dune landed... With a bang...".
Those cliffs remind me of some I saw at the Mediterranean, folded, warped... Like dough of "Sugar buns".
"Ik rotzooi maar wat aan" Karel Appel
Dune
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Re: Dune's cliff
#8
January 20, 2018, 11:00:08 AM
I'm trying to do this without a compute terrain or compute normal, kind of like a personal challenge
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Hannes
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Re: Dune's cliff
#9
January 20, 2018, 11:04:47 AM
Looks already gorgeous!!
zaxxon
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Re: Dune's cliff
#10
January 20, 2018, 12:23:55 PM
Ah Hah! Even with this self imposed handicap the odds makers in Las Vegas still have you coming out a winner! Seriously though, this certainly will be a challenge and hopefully you'll share some of your 'alternative' magic.
Dune
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Re: Dune's cliff
#11
January 21, 2018, 01:57:02 AM
Well, I can tell you a little already; it's a line of vector displacements, masked and combined, rotated, and so on. But now I'm thinking to add and mix the vectors themselves before a final vector displacement, which should be better. It's only a bit hard to think in vectors
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AndyWelder
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Niet zeuren, gewoon doen!
Location: Eindhoven NL
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Re: Dune's cliff
#12
January 21, 2018, 03:32:08 AM
Quote
It's only a bit hard to think in vectors
Go ask Lt Chekov, he's used to it!
Seriously, what you'r talking about is in the realm of the dreaded blue nodes so it's totally beyond my grasp.
But the results I do dig.
"Ik rotzooi maar wat aan" Karel Appel
Dune
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Location: Netherlands
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Re: Dune's cliff
#13
January 21, 2018, 11:42:05 AM
It's not all blue nodes, but I admit that I use some. But (hint) even fake stones are vectors sort of.
Anyway, I made a new, different setup, using one compute normal to be able to pull the top soil layer out a bit. More tests/setups to come....
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cyphyr
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Re: Dune's cliff
#14
January 21, 2018, 12:22:25 PM
Nice find
I'd often wondered if the FS was based on the Voronoi Diff and with your prompting I've just found out it is. (same seed and scale and they match perfect)
Cool tide line, maybe a little sharp
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Dune's cliff
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