Cracked Mud

Started by nvseal, April 13, 2008, 08:52:00 AM

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nvseal

Another canyon render. I think I may try to redo this one with a better sun angle (its kind of hard to get sun done there ;)).

child@play

perfection is not when there's nothing more to add, it's reached when nothing more can be left out


rcallicotte

Pretty decent.  To be picky, you might need some randomness to the cracks...as far as big and small chunks of dried mud.  I'm only being picky, since it's obvious this is very very good work.  If you can make the chunks of mud more random, then it would look utterly real.
So this is Disney World.  Can we live here?

Tangled-Universe

Neat image, like the overhangs and tunnel-like appearance :)
The cracks look very nice, but I do agree with Calico a little.
Good lighting too.

Martin

Seth

nice. i like the great distance view.

PG

#5
Quote from: calico on April 13, 2008, 09:14:57 AM
Pretty decent.  To be picky, you might need some randomness to the cracks...as far as big and small chunks of dried mud.  I'm only being picky, since it's obvious this is very very good work.  If you can make the chunks of mud more random, then it would look utterly real.

Yeah I agree there, maybe a second texture that's just a little darker to blend in with this one, this is the voronoi technique right? As far as the variation goes, you could do another voronoi function and blend it with the current one using merge shader.

Edit: oh yeah and a fractal breakup to add some variety to the distribution of variety, if you see what I mean. :D
Figured out how to do clicky signatures

Will

Great job, I really like the mud.
The world is round... so you have to use spherical projection.

Mr_Lamppost

Remember that you can feed a function or a manipulated power fractal into the scale input of the Voronoi, which could add variety to the size of the chunks while keeping the system of cracks continuous.

Nice displacements, the broken tunnel is excellent.  I am not sure about the mist/haze; shouldn't it be showing beams where the sun is shining through the holes in the roof rather than an even glow?
Smoke me a kipper I'll be back for breakfast.

nvseal

#8
Quote from: Mr_Lamppost on April 13, 2008, 04:14:21 PM
Remember that you can feed a function or a manipulated power fractal into the scale input of the Voronoi, which could add variety to the size of the chunks while keeping the system of cracks continuous.

Nice displacements, the broken tunnel is excellent.  I am not sure about the mist/haze; shouldn't it be showing beams where the sun is shining through the holes in the roof rather than an even glow?


Hehe, I tried to get some nice beams yesterday. I actually made some that looked pretty good (in my opinion) but it only works with raytracing -- and I just couldn't stomach the idea of raytracing at the time.  ;) I'm working on some variety right now. I hadn't thought of that though so thanks. I'll go try that.

PG

Quote from: Mr_Lamppost on April 13, 2008, 04:14:21 PM
Remember that you can feed a function or a manipulated power fractal into the scale input of the Voronoi, which could add variety to the size of the chunks while keeping the system of cracks continuous.

Functions are really difficult, the tutorials aren't the best at explaining how they can be used. Any chance you could explain some? Obviously in another topic, not here.
Figured out how to do clicky signatures

Mr_Lamppost

Quote from: nvseal on April 13, 2008, 04:22:50 PM
Hehe, I tried to get some nice beams yesterday. I actually made some that looked pretty good (in my opinion) but it only works with raytracing -- and I just couldn't stomach the idea of raytracing at the time.  ;) I'm working on some variety right now. I hadn't thought of that though so thanks. I'll go try that.

Go on you know you want to.  ;)

A high quality version of that would be well worth the time.

Quote from: PG on April 13, 2008, 04:26:48 PM
Functions are really difficult, the tutorials aren't the best at explaining how they can be used. Any chance you could explain some? Obviously in another topic, not here.

I used to think of them as those "Scary blue boxes"; now if you look around you will see that I throw functions at almost everything.

There is a set of four tutorials by David Burnett that got me started:

http://forums.planetside.co.uk/index.php?topic=1166

http://forums.planetside.co.uk/index.php?topic=1167

http://forums.planetside.co.uk/index.php?topic=1168

http://forums.planetside.co.uk/index.php?topic=1169

Smoke me a kipper I'll be back for breakfast.

Mr_Lamppost

Oooops!  :-[

Nvseal: Forget the idea of introducing variation by manipulating the scale of the Voronoi.  It works close to the origin but becomes highly distorted mush quite quickly as you move away.
Smoke me a kipper I'll be back for breakfast.

nvseal

Version two. I don't really like that variety in the mud yet (mainly because there isn' really very much).

rcallicotte

Much better!!  Keep working on this.  It's an excellent image and almost (with some more nvseal tuning) ultimately real looking.
So this is Disney World.  Can we live here?

Cyber-Angel

Can one of you please enlighten me as to the use of Voronoi noise, when I add a Voronoi node to my network nothing shows up what else do I need to add to make the cells show up?

Regards to you.

Cyber-Angel  ;D