evolution of a scene - thanks TU and Njeneb

Started by folder, August 15, 2009, 07:41:51 PM

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folder

some time ago I asked for displacement help with a mesa that Njeneb has gracisouly given me.(pict 1)  TU responded with some displacement and structual advice. (pict 2) later I used Njeneb's vorioni's clip in the file (pict 3) and (pict 4) is a combination of TU's wall setup and Njeneb's vorioni clip - still trying to figure out some things there - most llikely compute normal and terrain.  any comments appreciated.

david

folder

here are 3 and 4

CCC

That looks good so far. There is a sense of eroded rock i see and the angled strata seems to blend very well into the regular rock. I think all it needs is some embedded smaller rock layers in clusters flowing along with the strata and some more color but keep the color harmonious.

aymenk2003

well I think that the pic 3 is the best and is far from comparison with the others ...
Le peu que je sais, c'est à mon ignorance que je le dois.

CCC

A mixed terrain with features from both pic 2 and 3 could work well. That way you have two types of strata if there is a way to mix the variants in different locations with the strata types.

Henry Blewer

I am just glad that my voronoi experiment yielded something useful. I can use the node functions, but I am still guessing how they do what they do, mostly clamp functions.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

aymenk2003

Quote from: njeneb on August 15, 2009, 08:59:54 PM
I am just glad that my voronoi experiment yielded something useful. I can use the node functions, but I am still guessing how they do what they do, mostly clamp functions.
Your voronoi used in the Pic3 has given an interesting image ... I wonder how folder did use it ???
Le peu que je sais, c'est à mon ignorance que je le dois.

folder

Well guys here is the tgc file. all i really did was append his file to an ready created terrain and play with the settings to get visible results. i think maybe fractal bu 01 is

david

folder

i just did a check and the placement of the fractal shader between compute normal and terrain may be the prime reason. in picture 4 i had removed it

david

Henry Blewer

A mix between pics 3 and 4 would be cool. Maybe use some smaller displacement. Try stretching the displacement to 1.3 on the x and z axis.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

efflux


folder


Henry Blewer

That's got it on the rock. The cloud edges seem too hard. Try reducing the cloud density.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T