I was playing with the crater shader and came to the conclusion that you can have negative values for craters :D. This means you can turn craters into spikes. Playing around with the crater shader I created the olympic logo.. sortof. There's just a basic power fractal applied to the planet, the rest is crater shader. For some reason the back spike is cut short. Don't know why that happened, should be as tall as the one on the left. The 3D view showed it allright.
(http://temp.theglasseye.nl/rings.jpg)
Here's an another attempt at combining craters (both positive and negative values).
(http://temp.theglasseye.nl/vulcano.jpg)
This one also has a strata and shear shader applied.
I know these aren't the best of renders, they're just intended to show the crater shader at work. It can produce some interesting effects, maybe it'll inspire someone to do some more interesting stuff with it :) Sorry if this is all known stuff, but I didn't see it mentioned yet I think.
Using that technique, you should be able to mimic Wizard Island in Crater Lake:
http://www.planetside.co.uk/gallery/v/tg09gallery/CraterLake_aerial.jpg.html (http://www.planetside.co.uk/gallery/v/tg09gallery/CraterLake_aerial.jpg.html)
Thanks 3DGuy. Don't apologize for showing what you know. It's a privilege to hear all of these things. I'd be curious what your TGD file looked like on both of these.
I thought I attached them.. guess I didn't. That's what happens when I post in the middle of the night hehe. Anyway here they are.
Is there any way of setting the "circularity" of the rim (for want of a better word)
I've never seen a crater that's a perfect circle before but I haven't figured out how to deform it yet
I was wondering about that myself. Haven't found anything to set that yet. I'd like to see shaders applied to the ringshape (like you can with the rim, but then to the inward/outward) and make it an oval shape.. eggshape etc.
very cool idea, so many things to play with...
Nice work, good experimentation. One of the great things about TG2 as compared to TG 0.9 is that, although there are limited values on the sliders (by necessity, and in many cases to suggest "reasonable" values), you can also enter almost any numerical value you want into most controls. This allows for a great deal of flexibility and power to achieve unusual and interesting effects. Sometimes it just doesn't work at all, but often times you get really cool results.
I believe uou can distort the edges of craters using a Rim Shader input.
- Oshyan
Well, Oshyan got me thinking so I thought I'd give it a shot - does this look more like a crater ?
(yeesh - the things I do a 4 am ;D)
TGD file attached - have at it :)
[edit]
Forgot to mention that I used some pretty extreme numbers in the displacement part of the powerfractal
It's still a circle. It's only distorted in height. Is there a way to dirtort the ring shape itself? Elongate it for instance?
yeah, that's what I was thinking - it's a lot more crumbly round the rim than before. What I guess you'd want is some "Rim Thickness" Parameter that will accept displacement or power fractal shaders
Hmm...
(http://i117.photobucket.com/albums/o61/VermilionMartyr/Untitled.jpg)
Quote from: FrankThomas on December 29, 2006, 11:10:12 PM
Well, Oshyan got me thinking so I thought I'd give it a shot - does this look more like a crater ?
(yeesh - the things I do a 4 am ;D)
TGD file attached - have at it :)
[edit]
Forgot to mention that I used some pretty extreme numbers in the displacement part of the powerfractal
nice one mate ;D
You might need to feed your displacement through a Redirect Shader to get lateral displacement on the crater rim...
- Oshyan
Now I'm a bit more awake ;D
I had a quick browse round the t'interweb for photos of craters and such. Most of them are pretty much circular in shape - the rim is more or less eroded but the general shape is circular. I'll have a go with Oshyans last suggestion if I can ever figure out how to do it
You guys ROCK!!! :P
The redirectshader was indeed the key. It has some funky effects on the surrounding landscape as you can see. This is just a bare planet with one crater.
(http://temp.theglasseye.nl/crater.jpg)
inverting the crater:
(http://temp.theglasseye.nl/crater2.jpg)
Oh my god! How fun!! There's so much to find just by experimenting.
wow guyz, i love u :D next thread to add =D
3D Guy, can you upload the .tgd for that funny looking crater?
You might also try a regular Displacement shader set to displace by the Normal.
- Oshyan
(http://temp.theglasseye.nl/pillars.jpg)
Couple of inverted craters with a warpshader attached. Now I've got to figure out how to resrict the warping to a certain height if that is possible.
Cool, it looks like some scapes that i had seen in Utah photographs.
Don't suppose you have a .tgd file for that do you ? I'm having problems getting it to work properly :)
Luckily I still had it open :P
I figured out how to control the the distortion by height with a distrubution shader :)
If done right I think this technique could be used to create a huge underground cavern!
Thank You Kindly! ;D
You sir, are a gentleman and a scholar
Have been playing around with the redirect shader and multiple inverted craters with interesting results. Using twist and shear on the x & z axis with values around 3-5 for the lean factor, things tend to end up like this. The second one has surface texture applied as well with stones and displacement.
Hey, cool. :o
Cool. The bottom one kina looks like a spaceship :)
my thanks to 3dguy for his pillar tgd - they have got me thinking i may be able to replicate "The Bungle Bungle" range in the north of western australia with a lot of playing around
see a pic of the beehive shaped lumps that form the range - http://www.ozoutback.com.au/postcards/postcards_forms/wa_bungles/Source/5.htm
maybe some others may like to try
regards
mike belgrove
Wow 3D, the pillars are super awesome i think ima try render with it thx :D
great experiments
Immediately reminded me of Goblin Valley State Park in Utah.
http://www.utah.com/stateparks/goblin_valley.htm
Google images:
http://images.google.com/images?q=goblin+valley+state+park
Quote from: Ricowan on January 01, 2007, 01:21:02 PM
Immediately reminded me of Goblin Valley State Park in Utah.
http://www.utah.com/stateparks/goblin_valley.htm
Google images:
http://images.google.com/images?q=goblin+valley+state+park
Hehe, that just proves it. We can't think of something so weird or nature already did it :D
woah! some very nice results there...
Quote from: 3DGuy on December 31, 2006, 09:38:12 PM
Couple of inverted craters with a warpshader attached. Now I've got to figure out how to resrict the warping to a certain height if that is possible.
I modified the project file a bit, and found the perfect spot for my mirror ball...
http://www.pbase.com/tjod/image/72532990
Tim O
Hehe cool. Gives it a real surreal ;) look.
Quote from: 3DGuy on December 30, 2006, 12:09:27 PM
The redirectshader was indeed the key. It has some funky effects on the surrounding landscape as you can see. This is just a bare planet with one crater.
How did you set this up to use the redirectshader? I've been trying for a while and haven't been able to reproduce what you have in this post.
It looks like this
Thanks, 3DGuy. I figured it out and am beginning to understand the node mapping. Appreciate your help. I'm pretty sure I wouldn't have figured it out, otherwise.
Awesome stuff guys. Pushing the boundaries ever forward!
- Oshyan
@ Frank Thomas & Oshyan
FYI
The accompanying crater began as in the right hand one but finished up as in the left hand shot. No Rim shader was used but I did place 9 shaders around it. With 4 on the inside walls. The rim gradually eroded.
Cheers Roy
Useful to know - I'll be playing around with craters at some point no doubt and I'll have to give that a go
Cheers for that :)
is there a way to have a number of craters randomly distributed over a map without adding them individually?.. and can you somehow set a impact angle? Instead of having the crater represent a vertical impact.... thank s
With a simple twist and shear applied to the crater rim we get a directional crater.
- Iain
yeah but that looks extremely weird. . . I suppose it looks more natural with some redirect going on?
M.
linewolf: I would use a distrubution shader to move restrict the shearing just below the surface and use less shearing. That would make it more natural.
You can't currently do a "population" of craters, but we hope to provide that kind of ability in the future.
- Oshyan
Quote from: JavaJones on January 07, 2007, 06:12:55 PM
You can't currently do a "population" of craters, but we hope to provide that kind of ability in the future.
- Oshyan
Yea I tried that and didn't work :-[
I have found though that you can create tidal waves using the crater shader combined with some other shaders ;)
Populations of craters would be great. Some cool ideas in this thread.
meltingice, i was just rendering something like that lol, how did you know, though it is very simple so far
Quote from: king_tiger_666 on January 07, 2007, 07:11:34 PM
meltingice, i was just rendering something like that lol, how did you know, though it is very simple so far
Cause I'm psychic, duh ;) The render I was trying was of a shoreline with a massive wave coming in. Initially it didn't turn out very good but I didn't spend very much time on it. It's something I plan to come back to soon.
The tidal wave idea is really good! Thank you, I've been meaning to make something like that. In King Tigers picture, I can imagine a mushroom cloud sort of formation above the center of the crater...make a nice scene akin to the movie "Deep Impact."
-Iain #2
that will be my next attempt using this kind of render adding a cloud plume if possible
Since you can't do crater populations in T2 yet, I've created a simple script to generate a number of random craters.
(http://temp.theglasseye.nl/craters.jpg)
Check it out here:
http://www.theglasseye.nl/terragen/ (http://www.theglasseye.nl/terragen/)
It will create a clipfile you can import into TG2. Just connect the last crater shader to the compute terrain node :)
If there's more options needed, post it here and I'll see if I can add that.
how do you invert the crater?
In Terragen, use a negative depth.
In the script just enter negative values for the Min/Max depth percentage entries. There 100 means depth=radius.
i see :) thanks ;)
ohh, and 1 more thing. How can you position the craters?
You can move a crater by entering values in for the "Center". The 1st and 3rd values will move it around the terrain. The 2nd option will move vertically which I haven't found a use for...yet.
Mushroom forrest :) random generated inverted craters. After importing I applied a distribution shader and a powerfractal with a displace offset.
(http://temp.theglasseye.nl/mushrooms.jpg)
That's brill.
Cool!!! Looks like something in a movie. I expect to see some munchkins suddenly appear to tell me I don't belong there. LOL.
Quote from: 3DGuy on January 08, 2007, 05:28:44 PM
Mushroom forrest :) random generated inverted craters. After importing I applied a distribution shader and a powerfractal with a displace offset.
(http://temp.theglasseye.nl/mushrooms.jpg)
Thats original!!!... would like to see how you can constrain the bottom of the crater shaders like that
haha that looks good lol :)
Quote from: king_tiger_666 on January 08, 2007, 05:39:17 PM
Thats original!!!... would like to see how you can constrain the bottom of the crater shaders like that
I attached a simple example for a single mushroom.
thanks to 3DGuy for his mushroom tgd - the attachments show "Strange Flower" jpg and tgd which are a modification of his file - i hope this posying goes through
mike
thx for script boy :D
can i just say thanks to everyone who has provided tgd files for us to have a look at -- especially 3D guy -- cheers buddy!!
This is what I've done with the footsteps so far...
Here are footsteps (still need more work, though) behind the mech - http://www.ashundar.com/CPG/displayimage.php?pos=-3684
These shaders will produce six steps. Haven't figured out how to do more.
wow, the light and shading on the mech is awsome!
and the node structure is a astectic work of art by itself :D
Thanks.
I only wish to figure out a better method for more control on the footsteps. The snow isn't powdery enough, I think, and I'm not sure about the bump maps on the mech. I need to experiment more. Maybe some of the lack of detail I expected comes from being in the shadows.
Quote from: mt_sabao on January 11, 2007, 08:28:07 AM
wow, the light and shading on the mech is awsome!
and the node structure is a astectic work of art by itself :D
Thank you all who contributed to this thread; learned a lot from it and I'm still having fun with craters (and asteroids/planets, but that's from another thread).
I've attached the key clip file, no other terrain or surface nodes/groups used. Added an extra light source for the glow but that's included.
Just hope the attachments load OK.
Andy
wow, really cool render, thanks for sharing
very nice. looks like a snap shot .... nice lighting too! ;D ;D ;D
good job and welcome to the fourms :)
Regards,
Will
That's pretyy cool. Good job!
Quote from: lonewolf on January 01, 2007, 08:18:12 AM
Have been playing around with the redirect shader and multiple inverted craters with interesting results. Using twist and shear on the x & z axis with values around 3-5 for the lean factor, things tend to end up like this. The second one has surface texture applied as well with stones and displacement.
It's been 2 years since this posting. I don't suppose you still have this .tgd file? But, if you do, would you mind posting it.
4th post down on page 1, Senji.
EDIT: Sorry, I thought you meant .tgd for the first post.
Using the base altitude in the twist and shear shader(s) will give you the height(Y value) that the effect will start at. Sorry for the initial post.
Looking directly north and displacing along the 'X' positively, will make displacement to the right, negatively will make displacement to the left.
Same for the 'Z' field, looking north, positive values will displace forward, negative is backwards(or, towards the camera). :)