Author Topic: Rift Valley  (Read 157 times)

Offline mhaze

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Rift Valley
« on: November 21, 2018, 11:48:58 AM »
Basic terrain from Gaea. Rock displacements, skies and textures TG.  Plants were either made in Speedtree or are from Xfrog groundcover.  I've become a fan of the smooth voronoi 3d cell shader which is the basis for these rock displacements.  I've played with redirecting Square noise in the Y direction but I'm not sure it has much effect - something to explore further.

Offline archonforest

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Re: Rift Valley
« Reply #1 on: November 21, 2018, 02:30:04 PM »
Outstanding! 8)
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Offline bobbystahr

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Re: Rift Valley
« Reply #2 on: November 21, 2018, 02:34:17 PM »
Agree with Atilla...and I can see the results of the square noise redirect...bash on my friend, you've made at least 1 wave heh heh heh
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr