mad for outcrops

Started by pagan, September 25, 2008, 12:13:46 PM

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pagan

Hi all! any chance to have some hel in creating nice out crops such as this one:

http://www.ashundar.com/gallery/displayimage.php?album=lastup&cat=1&pos=13

I hav tried to send a message to the ceator but no reply yet...
anyone else has tried this before?
thanks in advance

Alfamike

Hiya, depending on your terrain, you might get some results with the stuff posted here:

http://forums.planetside.co.uk/index.php?topic=1266.0


AM.

dandelO

That image isn't made in TG2 so, it must be just a heightfield generated or importrd into TG.0.9.43.
TG.0.9.43 doesn't support all the shaders that TG2 does so, you could probably make as good an image with a custom-made terrain file created in an app like World Machine, etc...


RArcher

Sorry I missed this earlier.  For the most part all I did was build the hills, then at a certain min/max height range displace some ground laterally, and add some voronoi displacements for interest.

pagan

#5
I have tried this but didn't work :-[

Alfamike

Quote from: pagan on October 06, 2008, 01:57:46 PM
I have tried this but didn't work :-[

Hi , try it like this.

The shader the voronoi output eventually goes into is a surface layer. You don't necessarily need the colour adjuster, was just easier for me in this case.

AM.

pagan

sorry but couldn't find the scale and the seed node  :-[

Alfamike

Quote from: pagan on October 07, 2008, 05:42:59 AM
sorry but couldn't find the scale and the seed node  :-[

Have you now?

Those scale and seed are scalar inputs into the noise function. Just setting these values in the voronoi function does not appear to work for me. I always use a scalar input.

AM.

pagan

Ok I got some results, but is nowhere near this

http://www.ashundar.com/gallery/displayimage.php?pid=5563&fullsize=1

will try harder thanks for the advice :)

JimB

I suspect he's using an image map to displace the rock face.
Some bits and bobs
The Galileo Fallacy, 'Argumentum ad Galileus':
"They laughed at Galileo. They're laughing at me. Therefore I am the next Galileo."

Nope. Galileo was right for the simpler reason that he was right.

RArcher

Here is a simplified version (removed the vegetation, clouds, etc.) of the landscape.  All you need to do from this point is to add whatever style voronoi you want under the compute terrain node.  No image maps are needed.

I've said it before but the best bet to learn how to use the displacements and voronoi is from Martin's cliff wall tutorial:

http://www.ashundar.com/index.php?action=tpmod;dl=item342

Hope this helps.

There is also more information here which is where the image was posted and discussed originally.

http://forums.planetside.co.uk/index.php?topic=4819.0

pagan

#12
Thanks very much for this I never seen these tutorials before, and also for the tgd, thanks really.

ps. just notice that you put compute terrain at the bottom of the stack!
I always use to hav it at the top after my highfield node, is that how is suppose to be?
If so I really need to learn a lot still...


RArcher

Well, whether it is technically correct or not I have no idea, but it works for me.  What I do is put all my major displacements and terrain building functions "above" the compute terrain, and then all my colour shaders and minor displacements "below".

Oshyan

Quote from: RArcher on October 07, 2008, 04:45:16 PM
Well, whether it is technically correct or not I have no idea, but it works for me.  What I do is put all my major displacements and terrain building functions "above" the compute terrain, and then all my colour shaders and minor displacements "below".

This is generally the correct approach.

- Oshyan