Cracked Ground

Started by RArcher, September 12, 2009, 02:50:01 PM

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RArcher

I finally got around to messing with Frank's clip of cracks here: http://forums.planetside.co.uk/index.php?topic=6432.0.  The camera for this render is sitting at about 400mm above the surface.  The Depth of Field was added in postwork.

domdib

Awesome surfacing - very convincing use of the cracks.


Volker Harun

Yep ... very good and realistic surface!

mhall

Very nice. :)

Now you just need one hero flower fighting it's way up out of one of those cracks into the light ...

~Micheal

Mandrake

Come on man, you couldn't stick the one seedling in the crack?
as always...  Beauty!!

littlecannon

As gorgeous as cracked mud can be.... lovely surfacing.
I just need to tweak that texture a bit more...

Seth


Kadri

#8
RArcher are you aware what you have done here? İ think you are   :D
Only the dof and maybe the artistic light choice would make some think of 3D. And this 2  things are realy subjektif.

For me this picture is so realistic.

Kadri.

cyphyr

Love the spec and reflection, I'm still unclear how you add them into a surface layer... clues ... :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Kevin F

Excellent surface here, very convincing. I've had some good results with glen5700's fractalized voronoi method but must have a go with this one.

ra

Absolutely impressive work. I also like the DOF effect here.
Mouthwash? We don't need no stinking mouthwash!! [MI2]
See what I see: www.earthlings.com
http://dinjai.deviantart.com

cyphyr

Just figured out what it is :)
Its a macro close up view of the dried up coffee at the bottom of my mug  ;D
R
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Naoo

Hi

Agree: Fantastic surfacing work!


ciao
Naoo

RArcher

Thanks for the comments everyone!  Richard,  if you simply plug a reflective shader into the child layer of your surface layer you will get the reflections. Specularity is all handled within the reflective shader.