Something fishy going on

Started by Dune, November 06, 2009, 11:54:32 AM

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Dune

I was having a go at making a canyon out of scratch (fractals, color adjusts, strata, redirect, mergers, etc...), and came up with this. It looked ok when small, but there's something not quite right... The point is that I wanted to use a smooth fractal as a base, then adjust the color of this same fractal (in a quite similar copy) and use this to displace the walls upward, put together in a merger (add). The color adjust also acts to flatten the tops. I need to work on it again. Don't pay attention to the low wisps of sandstorm, they're not nice.

---Dune

Kadri

Dune , i can not say anything about the problem . But i like this image already  :D

Kadri.

Zairyn Arsyn

why don't you try rendering the fishy area from a diffferent pov, possibly one thats closer to it

looks good btw. :)
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aymenk2003

Dune ...that pic is nice in general No more to say and no help to give ...may T.U can give some advise when he'll be back...

N.KAID
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CCC

If you are concerned about the large horizontal cracks i would not worry about them. I have visited plenty of real canyons and have over 900 photos of these areas and have seen large-scale cracks like this so it is not a far stretch to have such features. The only advise i can give it get some erosive fans at the base with a lot of rock talus using a lighter color then the surrounding colors. Deep cuts of erosion always form in these terrains and therefore build up the talus at there bottoms. Overall i would say you have something very nice here.

Dune

You may be right, but I encountered other problems as well with my setup. Such as a strangely divided sky. I dumped the whole thing, looking for something else to play with (for the time being).

---Dune

Oshyan

Looks like an issue with "broken", too small, or too strong displacement (or being inside terrain). To eliminate it would require going through each shader that provides displacement and turning off one-by-one and crop rendering.

Too bad this could not get fixed though, it's a nice-looking scene other than these issues.

- Oshyan

Henry Blewer

To me it looks like a crop of some sort happened. Then the upper part of the land mass was calculated.
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inkydigit

pity...looks like it couldve been a winner!...do you still have the tgd?

Kadri

Quote from: inkydigit on November 10, 2009, 09:10:39 AM
pity...looks like it couldve been a winner!...do you still have the tgd?

I second that.

Kadri.

Zairyn Arsyn

Quote from: Kadri on November 10, 2009, 09:48:12 AM
Quote from: inkydigit on November 10, 2009, 09:10:39 AM
pity...looks like it couldve been a winner!...do you still have the tgd?

I second that.

Kadri.
i third that.

:D
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Dune

I'm afraid not. I changed it over and over again to get rid of the fishy things... I can tell you it was two fractals as a basic terrain, attached to two color adjusts, where I played with the gamma, and white/black points, then attached to two displacement shaders and these were fed into a blend shader to add displacements. Then some additional strata (blended by gractals shader) and a redirect (X and Z), and some extra vertical displacement (large ridges, Y=2.5 or so). Then a compute terrain. I wrote this down, but it's hardly any use, I guess.

---Dune

Matt

Two words. Save Incremental :)

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Seth

Quote from: Oshyan on November 10, 2009, 03:26:37 AM
Looks like an issue with "broken", too small, or too strong displacement (or being inside terrain).

I second that

Dune

I would third that  ;) , but the tgd's taking are over my machine as it is, and I sometimes cannot remember what is what and should I keep it or dump it. But it's a good idea for important renders. Thanks.

---Dune