Cool Vue 7.5 Image

Started by efflux, May 27, 2009, 11:29:31 PM

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rcallicotte

Awesome images.  But, then I always say that and someone points out flaws.  Okay...let's hear it.    :P
So this is Disney World.  Can we live here?

PG

Vue is coming along but it's still snubbing the hobbyist market. Plus it's not a good sign when game developers can acheive a similar result in their games. Re: Alan Wake
Figured out how to do clicky signatures

Zylot

Alan Wake...   one day maybe just maybe, it'll get released ;)

rcallicotte

Not to detour this thread, but is Alan Wake another DNF?
So this is Disney World.  Can we live here?

Zylot

No, it needs another decade under it's belt before we can call it that.  There was a new trailer released recently (for Alan Wake recently anyways) so it should one day be on the shelves.

Jack

#20
Im no way saying his work is bad his work is bloody amazing and i will be buying a few of his getspinning tutorials because they look brilliant maybe they can relight my vueside ;D

his clouds though are getting pretty close to tg standard and i think the lighting in the shadows of the renders I have seen looks much much better than in terragens
also this is really cool

Daz is obviously in a class of his own

I mean look at this

I wish we could do terrain and surfacing like this :(

and this image is truley amazing :o


Vue procedural's
My terragen gallery:
http://wetbanana.deviantart.com/

Oshyan

As far as I know most of those last images are just Vue primitives or metablobs with photo-based textures and displacement. Similar things are possible in TG2 with the right images. Have you experimented much with photo-based displacement or texturing with TG2?

- Oshyan

Jack

I have but its always plagued with spiky artifacts everytime i have tried to do it
My terragen gallery:
http://wetbanana.deviantart.com/

Oshyan

Probably your displacement amplitude is too high or your source image is too noisy. You definitely need to have the right images to make it work well.

- Oshyan

Jack

nope i have just done a quick test now and this actually seems to work damn well!
fist I create a surface layer
then I create an displacement shader
i then plug into the displacement shader an image map
i then go into the image map and change from through camera to plan Y and change the size from 1X1 to 1000X1000 (you can set it smaller if you need to) then i set the amplitude to around 5-10 in the displacement shader and the displacement shows up right away!
My terragen gallery:
http://wetbanana.deviantart.com/

domdib

Could you let us see the image?

Jack

here are some very early beta test still needs a heap of work :-\
this first image is just one basic normal map applied to an inverted crater nothing to special but as you can see the concept is clear naturally you wouldn't leave this by itself you would add tg2 displacements



This second image is a combination of 3 normal maps and  2 displacement maps as well as a procedural displacement layer also some basic texturing (nothing to do with displacements


Im going to find some more textures on cgtextures I will try ind some really odd ones see how they turn out ;D
My terragen gallery:
http://wetbanana.deviantart.com/

domdib

Thanks - very interesting. When you say the second image has two normal maps and three displacement maps applied, what exactly is the distinction you are making?

Jack

this is a normal map

this is a displacement map
My terragen gallery:
http://wetbanana.deviantart.com/

domdib

OK, next question (pardon my ignorance). What is the difference between them with regard to what they do to the heightfield? And are they plugged in in different ways? (OK, 2 questions  ;))