Author Topic: Dune's cliff  (Read 13076 times)

Offline luvsmuzik

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Re: Dune's cliff
« Reply #165 on: March 25, 2018, 04:02:21 PM »
As if all his ideas were not already brilliant....a real pleasure to watch WIPs :)

Offline bobbystahr

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Re: Dune's cliff
« Reply #166 on: March 25, 2018, 04:11:28 PM »
As if all his ideas were not already brilliant....a real pleasure to watch WIPs :)


As if indeed.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline mhaze

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Re: Dune's cliff
« Reply #167 on: March 25, 2018, 04:15:04 PM »
Great work, Dune!

Offline Dune

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Re: Dune's cliff
« Reply #168 on: March 26, 2018, 06:29:26 AM »
Here's my problem, in red the fault (vdisp the textures by a simple shape) which turns out ugly and repetitive, and in blue the 'too much repetition and angularity' problem. The strata are in fact just very hard XZ stretched PF mixes, displaced and colored at the same time.

Offline Hannes

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Re: Dune's cliff
« Reply #169 on: March 26, 2018, 08:13:36 AM »
To me the areas you outlined aren't too bad. I think such things could occur in nature (I think everyone of us knows this phenomenon: you see something in nature and you think to yourself, if anyone would have rendered that, it would be a crappy render :))
However, what I find more disturbing is the area left of the red circle on the lower part of the cliff. The texture is even more distorted there. I don't know how you created your cliff in detail, and maybe this is just nonsense, but wouldn't a transform shader set to world space right before the "distortion" happens help?

Offline René

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Re: Dune's cliff
« Reply #170 on: March 26, 2018, 09:33:43 AM »
Hannes is right. Feeding the shader through a transform shader using world space often does the trick.

Offline WASasquatch

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Re: Dune's cliff
« Reply #171 on: March 26, 2018, 09:39:42 AM »
Hannes is right. Feeding the shader through a transform shader using world space often does the trick.
but wouldn't a transform shader set to world space right before the "distortion" happens help?

What exactly is happening when you simply drop in a transform shader set to world space? Is the terrain after a "Compute Terrain" not in world space?

Offline Dune

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Re: Dune's cliff
« Reply #172 on: March 26, 2018, 10:23:32 AM »
I do use that in a lot of cases, except where it disturbs further displacements, because IMO, using it means further warps are not working properly.
But the area you refer to is a cave! It should be distorted inwards. Only thing is that these caves are often hard t darken, except with lowering of GI, and I need to to be higher than usual again. Dilemma  ;)

Offline Jo Kariboo

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Re: Dune's cliff
« Reply #173 on: March 27, 2018, 02:37:14 AM »
I really like this series and prefer this last version in color!
The particular displacements that you show in the circles of colors are unusual but it surely exists also in nature.
I also like your (angular rock) series.  :)

Offline DannyG

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Re: Dune's cliff
« Reply #174 on: March 27, 2018, 02:49:39 AM »
I really think the cliff face looked the best on page 8 "Cliffs of Moher 26-02-18-v4-test2B" to be honest. All of them have amazing qualities for sure, however personally that version to looks the most real.

Only 2 weeks to go ! 

Offline Kadri

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Re: Dune's cliff
« Reply #175 on: March 27, 2018, 04:21:44 AM »

Very nice work Ulco.

Offline bobbystahr

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Re: Dune's cliff
« Reply #176 on: March 27, 2018, 04:28:30 AM »
I do use that in a lot of cases, except where it disturbs further displacements, because IMO, using it means further warps are not working properly.
But the area you refer to is a cave! It should be distorted inwards. Only thing is that these caves are often hard t darken, except with lowering of GI, and I need to to be higher than usual again. Dilemma  ;)

maybe put a negative light in the cave, used to work in imagine
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline Dune

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Re: Dune's cliff
« Reply #177 on: March 27, 2018, 05:35:04 AM »
Thanks guys. I see your point, Danny. That's my problem, I always want to test something new, and still have 2 ideas to work out. Maybe I will be too late entering  :P
Negative light, good of you to remind me, Bobby, I'll try that.

Offline Dune

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Re: Dune's cliff
« Reply #178 on: March 28, 2018, 05:34:56 AM »
Negative light is not really working (cave turns nasty black), though I didn't pursue it very far. I unchecked the cave for now. And tried another setup with warped strata in two layers. But I find it a bit contrived. Also some other seeds for cliff softness and warp. Still work to do...

Offline Jo Kariboo

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Re: Dune's cliff
« Reply #179 on: March 28, 2018, 11:56:30 AM »
The mood and water are excellent but I prefer precedent deplacement for the cliff!

 

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