Exoplanet, Perhaps

Started by RichTwo, October 20, 2020, 06:00:10 PM

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RichTwo

I haven't tried my hand at manipulating "normal" looking vegetation objects so they may appear alien, but at least I can't concern myself with their looking like what we see here on Earth.  Two are from a prehistoric freebie pack from Xfrog, and one is Ulco's heather from the TG model pack.

I'm using Mick's Rock study again, and the Gas giant I cant remember where it came from.  The two moons are my Kuiper Belt Objects.

Let me have it, I've braced myself...
They're all wasted!

Dune

Well, here it comes then; I like it. It looks a alien, but not too strangely alien, so it might be some sort of far away realism.

But; I would give the trees/shrub a more pleasing distribution, more in clumps. They are too evenly spaced without a line or composition that leads your eyes. Maybe even a tree or some grass really close that you look past into the distance, and then apply blur. Could be very nice.

RichTwo

Agreed, Ulco!  I'm trying to figure out how to make the clumps, other than numerous small populations.  Fractal breakup nor masking is working for me (maybe I'm going at it wrong?).  Or just do individual object placements?  Or anchor small populations to SS shaders?

I'm currently away from the computer so I'm just mulling over some ideas. Thanks.
They're all wasted!

Dune

Masking is easy. I often use a final surface shader as a tester (purple color). Take a PF, make a hard noise that makes patches you like on the ground (feed into masking slot of that final test surface shader), and if satisfied plug it in the masking input of the tree population. And turn testing surface off of course.

I made you a little method I often use. It's made in version 3.7, so there are other shaders and functions now, but the idea is there. There are lots of ways to mask, but this is one.

Btw. multiplying the main mask by a distribution shader for angle and altitudes is needed if you want to use the inverse of a main fractal mask. You can't just mask the fractal by the distribution shader, as you need to complement the fractal and the distribution shader will then also be complemented. This is a workaround for that.

N-drju

Quote from: Dune on October 22, 2020, 01:53:47 AM(...) You can't just mask the fractal by the distribution shader, as you need to complement the fractal and the distribution shader will then also be complemented. This is a workaround for that.
However, you can do it the other way round (distrib. masked by fractal). ;)

Rich, I gotta tell - I love the sky. It reminds me of the Heavy Metal: F.A.K.K. 2 game and the world of Eden with its two moons and unusual, colorful settings. Good work, really.
:D
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"

Dune

But then you need 2 distribution fractals ;)

N-drju

"This year - a factory of semiconductors. Next year - a factory of whole conductors!"

Dune

I meant distribution shaders of course. One that is masked by the power fractal and one that is invertedly masked by that same powerfractal.

RichTwo

Love the argument here. Shows me that there are many ways of getting the desired results. 

Ulco, thanks for sharing. I really do struggle with handling objects so this will help I'm sure.

N-drju: the sky is a reduced atmosphere density and a reddish background color. Simple as that
They're all wasted!

RichTwo

And with Ulco's distribution setup  - and my Lord a lot of re-doings...  Not what I call a brilliant makeover, but I'm learning how it goes... Still needs more and when a better frame of mind I'll try again.
They're all wasted!

Dune


Hannes


RichTwo

I appreciate the positive and constructive input!  I am sure I could never worked out Ulco's masking setup on my own.

So here's another, without the gas giant, and a bit more dramatic.  Only one population, same trees as before, slightly flattened scale ratio.

With the low haze and cloud layer, rendered in an hour and thirty minutes.  But maybe worth it.
They're all wasted!

Dune

I think it was worth it, I like this version. Nicely clumped scattering of foliage and the low mist is cool.

DocCharly65