Started by iaminonsiner, December 08, 2018, 03:13:20 pm
Quote from: WASasquatch on December 09, 2018, 12:03:14 amI'll try to get my Salt Falts (https://planetside.co.uk/forums/index.php/topic,25898.0.html) project to Danny over at NWDA that you can inspect. I created a salt flats texture based on a grayscale displacement (which means it can be orthographically project and exported easily) and apply subtle colouring. I've never tried doing tutorials before, and not sure how my PC would handle recording Terragen but maybe I'd give it a try if there was interest.
Quote from: Oshyan on December 09, 2018, 01:48:58 amThe First Scene tutorial talks about color and texture. You use the same basic tools, just with lots of layers, mixed in various ways, different noise flavors, different levels of coverage, etc. And displacement where it is needed, but you can do a lot without it too.http://planetside.co.uk/wiki/index.php?title=Tutorial_1:_Creating_Your_First_Scene- Oshyan
Quote from: Dune on December 09, 2018, 01:40:32 amSame as the terrain is built with displacements, you can use smaller displacements for smaller relief and terrain features. Mixing several types and coloring those by using masks (which can either be procedural, like PF's or simple shapes, or drawn in painted shader, or imported greyscale tifs or so), will get you the smaller reliefs on your terrain. It takes experimentation or reading older posts, downloading tgc's or tgd's to find out what you need.Those smaller displacements are best done after the compute terrain, which saves render time (computing costs, and more nodes costs more). There are fake stones, you can make fake grass with fake stones too. Lots of examples to be found here.I hope this helps a bit.
Quote from: Oshyan on December 09, 2018, 11:55:19 pmIf you are using Surface Layers for your color, you need to plug something into the Displacement input of a Surface Layer to get displacement ("relief", as you called it). The easiest way to do this as a start (though not necessarily the best), is to plug the Fractal Breakup shader that you already have with your Surface Layer into the Displacement input of the same Surface Layer. Initial results may be quite rough (the default Roughness in the Fractal Breakup is fairly high at 5), but you can either reduce Displacement Multiplier in the Surface Layer to 0.1 (to start, experiment from there), or you can reduce Roughness in the Fractal Breakup shader on the Colour tab to around 1 (again, adjust to your preference).If you are already using Power Fractal shaders instead of Surface Layers for color, then literally all you need to do is go to the Displacement tab and check the Apply Displacement box, then adjust Amplitude, Roughness, and other settings to your preference.There is a lot of experience and skill that goes into creating good surface shading, but that is the way you start to add "dimension", "relief", etc. to your textures.- Oshyan
Quote from: iaminonsiner on December 10, 2018, 04:53:49 amI tried something with the" Fake Stone Shader " and voilà ![attach=2]I feel like it's really interesting results! Is it possible to place a different colour on these "stones" ? Different of terrain colour ? (I would like to point out that I have placed my fake stone shader above the shader of my terrain, maybe with other settings or another configuration we can do more interesting, more accomplished things )
Quote from: Dune on December 10, 2018, 05:56:38 amFake stones usually go under the compute terrain, after the base color you can add a surface shader which carries stones as child. There you can color stones and mask them (either by masking the surface shader they are child of, or the stones themselves).