Author Topic: Blocky Rocks II  (Read 654 times)

Offline Dune

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Re: Blocky Rocks II
« Reply #15 on: April 04, 2019, 05:50:05 AM »
Still struggling along.... trying to get a decent area where rock broke loose and tumbled down. I have to use negative rocks to get the holes in, I guess.

Offline DocCharly65

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Re: Blocky Rocks II
« Reply #16 on: April 04, 2019, 06:54:09 AM »
Thats such a sweet detail - that sunbather on the stone :)

Offline Kadri

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Re: Blocky Rocks II
« Reply #17 on: April 04, 2019, 12:23:37 PM »
...trying to get a decent area where rock broke loose and tumbled down...

Curious how it will look.
I would try (at least with some smaller) rock populations on top of this too just to see if it would help or not.

Offline Dune

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Re: Blocky Rocks II
« Reply #18 on: April 04, 2019, 03:02:57 PM »
Still struggling... PT render, took 4+hours. Negative rocks didn't work, so I opted for some voronoi indentations.

Offline Kadri

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Re: Blocky Rocks II
« Reply #19 on: April 04, 2019, 03:20:43 PM »

You want probably a one surface solution but a second planet or plane like method might be easier?

Offline Matt

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Re: Blocky Rocks II
« Reply #20 on: April 04, 2019, 07:05:38 PM »
Are you using Robust Adaptive Sampling, non-customised? Some of the shadows look too dark to me, which can happen with the legacy sampler. Robust with default settings should render faster too.
Just because milk is white doesn't mean that clouds are made of milk.

Offline Dune

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Re: Blocky Rocks II
« Reply #21 on: April 05, 2019, 06:02:07 AM »
No I didn't, as I found the clouds getting grainy in earlier versions. Even when setting cloud detail from 0.3.. to 1. Thought Robust rendered much faster indeed. But the dark shadows is likely due to some post enhancing in PS.

This one (still with issues) is RT rendered again.

Offline René

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Re: Blocky Rocks II
« Reply #22 on: April 05, 2019, 08:16:12 AM »
I don't want to be pedantic, but in my experience the best and easiest way to make those indentations is with the painted shader, at least if there are not too many. Once you are satisfied with the rock texture you can paint in places where it is most logical, like in the cracks that are already there.
Maybe you will need to feed the fake stones through a transform shader– world space, and limit it with slope– terrain normal. Sometimes that gives better results.
« Last Edit: April 05, 2019, 08:23:31 AM by René »

Offline Dune

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Re: Blocky Rocks II
« Reply #23 on: April 05, 2019, 09:26:51 AM »
Thanks René. Well, that was one of the issues I meant in the latter render, forgot to use a max slope. It looks pretty weird indeed. And actually I prefer using a procedural base to get the gullies in, mainly for changes of terrain/rock seeds, and corresponding 'easy' stonefalls. But you're right, with small numbers and an established terrain a painted shader would be the way.

And it doesn't sound pedantic at all, any input from you is greatly appreciated!


Offline mhaze

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Re: Blocky Rocks II
« Reply #24 on: April 05, 2019, 10:21:08 AM »
Rocks will not lay on slopes above 45 degrees, any higher and they will roll down.  One or two may get caught on ledges.

Offline Antoine

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Re: Blocky Rocks II
« Reply #25 on: April 06, 2019, 09:40:15 AM »
Beautiful and great work !

Offline Dune

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Re: Blocky Rocks II
« Reply #26 on: April 06, 2019, 11:16:11 AM »
Now with max slopes and some other adjustments. I'm not satisfied with the rockfalls though.

Offline DocCharly65

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Re: Blocky Rocks II
« Reply #27 on: April 09, 2019, 12:45:03 PM »
A pity that the rockfall is missing  :'( I liked the one with the slightly brighter rochs in "SquareRock_v9_29-03-19 test 13.jpg" very much.
But anyway great cliffs!

Offline bobbystahr

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Re: Blocky Rocks II
« Reply #28 on: April 10, 2019, 07:23:26 PM »
A pity that the rockfall is missing  :'( I liked the one with the slightly brighter rochs in "SquareRock_v9_29-03-19 test 13.jpg" very much.
But anyway great cliffs!

agree
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist