Author Topic: blending path  (Read 286 times)

Offline bobbystahr

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blending path
« on: March 28, 2018, 12:19:31 AM »
This image is about blending stuff together, mainly the path.
To start with when situated with the shaders there was unwanted displacements so I added a Surface layer before all other shaders and turned off colour and set Smoothing on at 100. Solved; but the texture used Fakestones and they lost their displacement it seems with the smoothing so I decided that they were embedded in the ground and added a border population, controlled with the same mask but the SS shader set to Stroke, of a small rock from the photogrametry site and varied it's colouring with a PF and got a close match to the Fakestones.
Also there's a Y log from that same site to the right of the path
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Offline WASasquatch

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Re: blending path
« Reply #1 on: March 28, 2018, 01:07:15 AM »
This image is about blending stuff together, mainly the path.
To start with when situated with the shaders there was unwanted displacements so I added a Surface layer before all other shaders and turned off colour and set Smoothing on at 100. Solved; but the texture used Fakestones and they lost their displacement it seems with the smoothing so I decided that they were embedded in the ground and added a border population, controlled with the same mask but the SS shader set to Stroke, of a small rock from the photogrametry site and varied it's colouring with a PF and got a close match to the Fakestones.
Also there's a Y log from that same site to the right of the path

Really good use of surface shaders and masks. Really well done. Perhaps there should be some grass escaping the rock boundaries within the path, with a gradient fade out towards the center where the main treading happens.
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Offline Dune

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Re: blending path
« Reply #2 on: March 28, 2018, 05:45:18 AM »
Nice start. I don't think smoothing set to 100 is any different than setting it to 1, though. Why didn't you just use a soft SSS and some color adjusts and subtraction for border and center as path masks? Very versatile and easy.
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Offline N-drju

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Re: blending path
« Reply #3 on: March 28, 2018, 06:51:37 AM »
Good job! I like your path sooo much!

Did you try the "merge shader"? Maybe that could help keep the stone displacement up while, at the same time, making the path flat?
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Offline bobbystahr

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Re: blending path
« Reply #4 on: March 28, 2018, 02:56:19 PM »
Nice start. I don't think smoothing set to 100 is any different than setting it to 1, though. Why didn't you just use a soft SSS and some color adjusts and subtraction for border and center as path masks? Very versatile and easy.

Mostly because set ups like that don't occur to me basically, and here it was just a Surface layer masked with an existing network so you could say lazy.  And I have this thing where I 'try' and keep it simple; plus colour adjust nodes have never ever made sense to me when I've tried using them. Must be missing a part of my brain as everyone else "gets" them. Turns out I liked the 'accidental' surface and it gave me a reason to try out the pop border which I thought worked out well.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline bobbystahr

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Re: blending path
« Reply #5 on: March 28, 2018, 02:59:23 PM »
Good job! I like your path sooo much!

Did you try the "merge shader"? Maybe that could help keep the stone displacement up while, at the same time, making the path flat?


Thanks, and no because I don't think that would smooth the existing displacements which were random lumps in the path..but it turned out I liked the result so it's all good.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

 

anything