Salt Flats and Dark Island

Started by CCC, February 06, 2010, 07:43:44 PM

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CCC

This is a relatively low resolution scene but i plan on making a larger one later on. For now the stones as usual turned out to be crap. I have bad luck with fake stones.

Henry Blewer

I make a new surface layer for the fake stones. I add it to the top input of them. (rendering, memory is too low to run a new T2 task).

I use this and a power fractal for coloring. Then use the same power fractal for the displacements. Click on the Stay Open of the power fractal while adjusting the displacement.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

CCC

Quote from: njeneb on February 07, 2010, 08:54:04 AM
I make a new surface layer for the fake stones. I add it to the top input of them. (rendering, memory is too low to run a new T2 task).

I use this and a power fractal for coloring. Then use the same power fractal for the displacements. Click on the Stay Open of the power fractal while adjusting the displacement.

New surface layer for the fake stones? How, by using the fake stones in the displacement tab? I think i tried that already and nothing ever shows up like the stones are invisible.

Henry Blewer

In the Fake Stones Shader just under the Seed generator, there is an input line. I add the surface layer here. When you open it up using the Arrow Button on the right side, it opens the node to this surface shader. Now you're ready to add color/displacement power fractals to the surface layer created for the Fake Stones. This surface shader is separate from the rest of the main layer window. It only has an effect on the fake stones this way. I give it some name like Fake Stone Surface 0.5. The 0.5 is the largest scale that the fake stones use.

I hope this makes sense. I had another rough night with the residents.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

CCC

Oh, right. I thought you were talking about using the fake stones inside of the displacement slot in the surface layer node. However it would be nice to see if that would work but i don't think i can get that to. What you had suggested i had done already. My usual noise sizes are 0.5 to 0.3 commonly.