Shore Urchins

Started by schmeerlap, September 27, 2009, 05:16:36 AM

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schmeerlap

Somewhere between the Victorian mudlarks who used to scavenge the Thames for items of value, and the sea urchins which scavenge the seabed for algae, there exists a species of boy called the Shore Urchin. Their domain is a fantasy shore in a fantasy land in my fantasy head.

Shore rocks are a tweaked adulteration of glen5700's excellent Fractalized Voronoi. (which you can find in the File Sharing section). Thanks Glen.
The boys are integrated into the scene using Photoshop, and are sourced from a photo (Ready for a Swim) by fabian-f from flickr.

John
I hope I realise I don't exist before I apparently die.

domdib

You tweaking adulterer! Actually a very nice use of the Voronoi. And the figures are comped in well.

Henry Blewer

The moon is also very well done.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

choronr

I agree regarding the use of the voronoi file; amazing work you created here John. I've had that file which I'll try soon. This is an inspirational image ...well done.

glen5700

Hi John,
Very nice work, love the moon and the mood of the scene. Did you use the Fractalized Voronoi on the cliffs? If not what did you use? I just like the strata and the way they are eroded.

Thanks for the kind words!! I do plan to do some more work on Fractalized Voronoi once work slows done, no complaint - it's good to have the business.

Glen

pfrancke

Wow!!  top notch.  I like the contrast in the colors you choose.  What a scene!!

schmeerlap

Quote from: glen5700 on September 27, 2009, 02:39:23 PM
Did you use the Fractalized Voronoi on the cliffs? If not what did you use?

The main terrain, which includes the cliffs, is a large-scale power fractal shader blended (Blend by Shader) with another power fractal used as a greyscale mask. With a -1 to -2 colour offset in the blending pf you can etch out some wierd looking outcrops. That etched out terrain is further displaced with a Redirect Shader (using pf's in x,y, and z). Just before the Compute Terrain at the bottom of the terrain section I added a Strata & Outcrops shader. Immediately after the Base Colours shader I added another pf for displacement which is making use of that Compute Terrain at the bottom of the Terrain section, thus giving me true normal displacement. It's principally this pf and the redirect shader that's giving me the displacements on the cliffs. I linked your clip file in at the bottom of the Shader section to a surface layer, and I'm not sure it affected the lateral displacement of the cliffs as I didn't have another Compute Normal/Terrain after the displacement pf I'd used immediately after the Base Colours.
I'm sure you know what I'm trying to say, even if I don't.
I say, though, that does sound frightfully geekish, what! what!

John
I hope I realise I don't exist before I apparently die.

Jack

 :o :o :o :o :o :o :o :o :o :o :o :o :o
AWESOME!!!!
love it

ah im glad to see some more pictures like this rather than that boring earthy stuff haha!
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Dune

This is absolutely fantastic, it gives a great sense of space and tranquility, and I wish I'd be one of the boys...

---Dune

inkydigit

bang on the money here....bravo what what!

Zairyn Arsyn

cool.  :) 8)
part of that landscape looks eerily familar to me....
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efflux

Nice. Clearly that fractalized voronoi is very effective.