The Last - Work in Progress

Started by Volker Harun, October 29, 2007, 07:35:25 PM

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j meyer

Very deathstarry indeed,cool.Now we need to find something similar
for more organic looking stuff or for circular things.

old_blaggard

Thanks for sharing the graph, Volker :).
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

Volker Harun

Changed the PoV and some minor tweaks to the graph.
This one took 14.5 hours at 0.9 quality ... almost too long for me.

Still want to get those vertical lines away.

Seth

oh my... great shot !
and you're right, you have to get rid of that vertical line on the "buildings" ^^

old_blaggard

Nice work, Volker.  Your texturing works well as well.  Have you tried upping the AA to try to get rid of those lines?
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

Volker Harun

AA is now 9, smooth displacements on slopes did not work, yet.

rcallicotte

Fantastic, Volker.  I like how you always are going in imaginative directions.  Excellent.
So this is Disney World.  Can we live here?

old_blaggard

Quote from: Volker Harun on November 03, 2007, 05:02:27 AM
AA is now 9, smooth displacements on slopes did not work, yet.
Pity... have you tried simply applying small displacements after the terrain using a power fractal with a slope constraint?
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

Volker Harun

Yes, with and without slopes.
The only thing I am going to try now is to place a displacement before - and hope that those normals will change the appearance ... let us see  :)

Matt

When there is a sharp discontinuity in the displacement, the renderer will always produce those vertical micropolygons. That's because every time a new microvertex is created along the discontinuity, the displacement shaders are called and the result is always on one side of the discontinuity, never somewhere in between.

If possible, replace the function that is creating the discontinuity with something that has values in between 'on' and 'off'. The region does not need to be very wide, just wide enough to give the renderer some intermediate values to work with. Perhaps this is not possible with the functions you are using - I have not looked closely enough.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

efflux

It's the same with Mojo. You have to actually have a very steep slope but not vertical. You've done brilliantly here Volker but if you can just pull off getting the slopes slightly non vertical it'll work. I've tried using that strata function thing on the pig thread to create blocky type terrain which does not have direct vertical slopes. My files are a bit uninteresting so far but it's a technique that could possibly come in here but not until I or someone else has time enough.