Primordial World

Started by WAS, December 20, 2020, 05:55:54 PM

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WAS

Working on procedural planet textures. Clouds are an image map.

The planet is actually pretty simple, two types of terrain rough and soft, mixed together with two PFs merged by difference, which are perlin PFs at large and small scales. Than those PFs are masked by a setup of inverted voronoi stripes.

DocCharly65

Very good in my eyes.
Are there high render times or is it ok with clouds as image map? I made the experience that procedural couds let explode the render times extremely.

Dune

Nice structures. I'd imagine a render like this with no atmo going in a second.

WAS

Quote from: DocCharly65 on December 21, 2020, 01:51:58 AMVery good in my eyes.
Are there high render times or is it ok with clouds as image map? I made the experience that procedural couds let explode the render times extremely.
The image map is fast. In fact this whole setup is fast, at least if no craters. Craters playing with tex coords and normal warping exploded render time that a 3k image was only about a quarter done over night and a appointment, at I think like 16 hours. Only thing i dont like about lots of craters whether procedural or not. Unless its just one or two PFs on a relatively flat planet with no normal warping, it starts hitting render time hard with every PF. And if you dare use ejecta or crater masks... Lol. Ive been trying for over a year for a faster version but beginning to think its just TG. Why the crater shader may have never evolved to be global or distributed over a location. Hard hits.

FYI that render was a quick render at AA4 MPD 0.7 and only took like 20 minutes.

WAS

That all being said im trying to export the maps now, and on a inverted planet with inverted sphere for water and such its taking waaay longer. 3hr for a 2k export. No craters. :O. And usually luminosity is quicker then the real deal. So interesting.

Dune

Water being the culprit maybe...

WAS

#6
Yeah I didn't think about it's impact and figured I'd just do a water mask pass, but I think only a water mask map would be better and just disable for rendering textures.


Hmm turns out it's just as slow. Must be all the inverted noise being used.