fake stones madness

Started by digitalguru, January 06, 2025, 06:27:54 AM

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digitalguru

On to fake stones now!

Just wondering how to get consistent displacement across my fake stones, I'm using Perlin Ridges with zero variation,same feature and lead in scale etc, it looks very uniform in the shader preview window, but some stones just don't "take" the displacement, particularly around the bases.

Is there a way to mitigate this?

Dune

Fake stones are difficult to get right. Perhaps using a 'tex coords from xyz' before the stones will help, but it may also mess up the texture space. Sometimes when using more texture PF's I add one of those between the PF's, to get the smallest texture alright, but it is a matter of fiddling.
Or use real stones as a pop? 
Or make the stones by displacing up small stonebases from a voronoi, then a compute terrain/normal very small scale, followed by another displacement by normal (or a mix of normal and lateral), masked by the original voronoi white, so you get smoother stones.

digitalguru

Cheers Dune, good suggestions - already using a tex coord from XYZ which helps.

It is a case of a lot of tweaking though, but it's got a lot  better after a mornings work. Mixing and matching between fake stones and some "hero" geo will help as well.

Dune

Do show the result... curious what you'll end up with.

digitalguru

here's a crop render I'm working on a.t.m:
tgout-022 03m27s v4.6.31.0 - Copy.jpg

Dune

Looks very natural. Thanks for posting.

digitalguru

The underlying texture helps a lot.