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General => Image Sharing => Topic started by: Dune on July 22, 2019, 03:02:35 AM

Title: Guillemot rock
Post by: Dune on July 22, 2019, 03:02:35 AM
An RT and a PT render to compare.
Title: Re: Guillemot rock
Post by: Hannes on July 22, 2019, 08:33:41 AM
Great rocks, Ulco!
And a good example, how the PT makes an image look more realistic. The difference may be subtle, but it's there.
Title: Re: Guillemot rock
Post by: Dune on July 22, 2019, 10:51:10 AM
It is indeed!
Title: Re: Guillemot rock
Post by: DocCharly65 on July 22, 2019, 02:35:39 PM
Great rocks
Concerning RT / PT ... here on the tablet i can't see any difference... 

Ohhh... but at this moment I see that here the emojis work as Oshyan said 👍 😃 👀
Title: Re: Guillemot rock
Post by: WAS on July 22, 2019, 06:02:51 PM
I always think the PT versions are better with lighting and shadows. May just be me. Love the shelfing.
Title: Re: Guillemot rock
Post by: Dune on July 23, 2019, 01:19:55 AM
Yes, they are, but they take soo long, and that what puts me off mostly.
Title: Re: Guillemot rock
Post by: WAS on July 23, 2019, 01:42:41 PM
Quote from: Dune on July 23, 2019, 01:19:55 AM
Yes, they are, but they take soo long, and that what puts me off mostly.

Looks like all those penguins (?) are warming up in the mornings sun rays.

Like the haze addition.
Title: Re: Guillemot rock
Post by: Asterlil on July 23, 2019, 02:04:46 PM
Great rocks, but where are the guano streaks?
Title: Re: Guillemot rock
Post by: bobbystahr on July 24, 2019, 04:55:20 PM
Quote from: Asterlil on July 23, 2019, 02:04:46 PM
Great rocks, but where are the guano streaks?

ha ha ha, where indeed....
Title: Re: Guillemot rock
Post by: RichTwo on July 24, 2019, 08:19:07 PM
Mighty nice formations with or without penguins - or guano...
Title: Re: Guillemot rock
Post by: DocCharly65 on July 25, 2019, 08:22:55 AM
Great ;D

There must be something quite scary because the penguins stay above the fog  :o ::) ;D
Title: Re: Guillemot rock
Post by: Dune on July 25, 2019, 11:25:44 AM
Plastic Soup!
Title: Re: Guillemot rock
Post by: Dune on July 29, 2019, 01:34:43 AM
Another setup. And something using the smooth voronoi cells.
Title: Re: Guillemot rock
Post by: mhaze on July 29, 2019, 04:13:50 AM
The sea cliffs are terrific.  Glad to see I'm not the only one getting nasty edges with the smooth voronoi!  I vaguely remember Matt saying he would add an input to vary the smoothness of the edges.
Title: Re: Guillemot rock
Post by: Dune on July 29, 2019, 05:30:54 AM
They're quite smooth actually, but you'll have some ridges here and there that are not wanted. The smooth voronoi has been fractal warped, that mainly accounts for the rough edges.
Title: Re: Guillemot rock
Post by: DocCharly65 on July 29, 2019, 10:02:30 AM
Incredibly good cliffs!
Title: Re: Guillemot rock
Post by: j meyer on July 29, 2019, 12:04:50 PM
The smooth voronoi rocks seem to be a good approach,
just the small cells (fake stones?) crawling up in some
places put me off a little bit.
The cliffs are cool.
Title: Re: Guillemot rock
Post by: Agura Nata on July 29, 2019, 12:32:54 PM
Great works my friend!
Title: Re: Guillemot rock
Post by: Dune on July 29, 2019, 12:40:50 PM
Smooth voronoi works alright, but you still have to take care not to get nasty ridges when mixing. And masking the areas for (indeed) fake stones is a bit tricky.

Updated version 3.5 hours in PT. Lots of issues to tackle though, not perfect at all.
Title: Re: Guillemot rock
Post by: Oshyan on July 29, 2019, 02:40:07 PM
Ah, PT version sure does look nice though.

- Oshyan
Title: Re: Guillemot rock
Post by: WAS on July 29, 2019, 06:44:53 PM
Quote from: Dune on July 29, 2019, 12:40:50 PM
Smooth voronoi works alright, but you still have to take care not to get nasty ridges when mixing. And masking the areas for (indeed) fake stones is a bit tricky.

Updated version 3.5 hours in PT. Lots of issues to tackle though, not perfect at all.

Looks a lot like the alpine peaks where the the subtler slopes are just piled with huge jagged and sharp boulders from the peaks wearing away.
Title: Re: Guillemot rock
Post by: Dune on July 31, 2019, 01:20:50 AM
Here's another version in 2 versions (one with gamma altered a bit from the exr).
Title: Re: Guillemot rock
Post by: archonforest on July 31, 2019, 04:23:20 AM
WOW! Love it. Only minor crit would be the dead tree model. They look pretty low polly/square-ish?
Title: Re: Guillemot rock
Post by: bobbystahr on August 01, 2019, 09:20:02 AM
Quote from: archonforest on July 31, 2019, 04:23:20 AM
WOW! Love it. Only minor crit would be the dead tree model. They look pretty low polly/square-ish?

Agree
Title: Re: Guillemot rock
Post by: Dune on August 04, 2019, 01:58:44 AM
Still playing with cliffs and rocks...
Title: Re: Guillemot rock
Post by: j meyer on August 04, 2019, 11:43:46 AM
 8) Nice cliffs.
Especially v12 test2 has very promising rocks.
Title: Re: Guillemot rock
Post by: WAS on August 04, 2019, 12:46:44 PM
Quote from: Dune on August 04, 2019, 01:58:44 AMStill playing with cliffs and rocks...

I feel you may have a similar issue I have. Work so long on some rocks that we eventually end back up with basic voronoi messes.
Title: Re: Guillemot rock
Post by: Agura Nata on August 04, 2019, 01:58:34 PM
Great rocks! :)
Title: Re: Guillemot rock
Post by: DocCharly65 on August 05, 2019, 01:24:56 AM
Test 1 looks great!
In Test 2 and 3 I miss a bit structure of the rocks on the right side.

But all versions absolutely worth trying that "like"-button ;)
Title: Re: Guillemot rock
Post by: Dune on August 05, 2019, 02:32:45 AM
Continued with v13, but it's pretty hard to get repetition out and get a decent variation in noises and image map squares. And above all, to keep the possibility to mask gullies from tops, mask the areas for certain rocks (altitude is not possible if cliffs are not of equal height) and use as little computes as possible (one in nr 11, two in nr 10).
Title: Re: Guillemot rock
Post by: WAS on August 05, 2019, 03:30:48 AM
Quote from: Dune on August 05, 2019, 02:32:45 AMContinued with v13, but it's pretty hard to get repetition out and get a decent variation in noises and image map squares. And above all, to keep the possibility to mask gullies from tops, mask the areas for certain rocks (altitude is not possible if cliffs are not of equal height) and use as little computes as possible (one in nr 11, two in nr 10).


I like the horizontal lines in the stone. I wonder if there is a way to isolate them with a outline (of sorts), and have a light impression of some vertical lines to make it look like areas of rock under immense pressure that fractured the sedimentary layer up.
Title: Re: Guillemot rock
Post by: Dune on August 05, 2019, 11:04:34 AM
I don't quite get what you mean, do you have an example?
I did however isolate some areas, squeezed and warped the texture there, and added a total warp over the whole cliff.
Title: Re: Guillemot rock
Post by: bobbystahr on August 05, 2019, 12:13:37 PM
Quote from: Dune on August 05, 2019, 11:04:34 AMI don't quite get what you mean, do you have an example?
I did however isolate some areas, squeezed and warped the texture there, and added a total warp over the whole cliff.

"Well that worked out a treat" said the man at cliff top looking down; and I agree....
Title: Re: Guillemot rock
Post by: WAS on August 05, 2019, 12:39:05 PM
Have a look at this example here. Imagine the first frame is the original iteration.

When I see that bricky breakup in walls it often is isolated as a "broken up" area in the strata or rock face, usually from past immense pressures fracturing up that area that is no exposed to the elements.
Title: Re: Guillemot rock
Post by: Dune on August 06, 2019, 01:56:15 AM
I think I can do that.