Quote from: cbalaskas on April 22, 2007, 01:08:41 PM
This setup uses two displaced voronoi noises to generate a fractured rockface look. The more rough your terrain is, the more excessive the features are. Just messing around with things.
You have all probably already messed with this one, but it was new to me.
I changed a few things and added an image map shader to the rocks and stretched it a bit through projection camera. Now to find a way to add a little gloss or reflection to the IMS.
TG built in grass clump population anchored to base. It did funny things for me when anchored compute terrain.
Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)
That sounds like great advice, Bobby.
Quote from: bobbystahr on September 07, 2016, 12:12:38 PM
Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)
Read in your other post about a TruSpace object. Haven't heard about that one for awhile, but I could not use those files in old TG anyway. Just now making something other than rocks, lol.
Tried this one today again, using Hanne's brass oxide material setup on the cliff face. File share has voroni 3D diff scalar with large cell height and shape displacements. Generic cloud setup.
Rendered in about an hour. TG4 free version settings
Cracked face file share
http://www.planetside.co.uk/forums/index.php/topic,1394.msg13905.html#msg13905
Quote from: luvsmuzik on September 08, 2016, 10:39:02 PM
That sounds like great advice, Bobby.
Quote from: bobbystahr on September 07, 2016, 12:12:38 PM
Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)
Read in your other post about a TruSpace object. Haven't heard about that one for awhile, but I could not use those files in old TG anyway. Just now making something other than rocks, lol.
You can, if you own TruSpace, export it as an obj and run that through Pose Ray to make it TG friendly. IIRC I tried an .obj dome a TruSpace pal straight out of TruSpace and it had problems.
I think my TrueSpace license was from '99. Lots of changes since then.
Still messing with this one. Just noticed with some work and some water nearby, that fractal could look like water splashing down those rocks.
Quote from: luvsmuzik on January 17, 2017, 07:47:34 PM
I think my TrueSpace license was from '99. Lots of changes since then.
.
Just before M$ bought it and sunk the TruSpace ship...
Sort of why I stick with free stuff, but I am getting a little education.
The original file for this is hardly recognizable anymore, but it was the starting setup.
Here, I used only the large stone displacement nodes, multiply constant 3D diff voroni cells.
Just experiments...
I like them all but the bottom one seems the best integrated...good stuuf
There are some nasty spikes, but if you can get rid of them the latter is indeed very nice.
Cool stuff!
Thanks all. Cooling off in the heat wave.
I was still messing with this when the update was issued.
This is not rendered with the update. Now more to try.
How does one get shiney black? (maybe Hanne's carpaint tgc?)
Yeah I'd try carpaint...really like the top image
Quote from: luvsmuzik on August 01, 2017, 11:32:29 AM
How does one get shiney black? (maybe Hanne's carpaint tgc?)
Maybe
Surface Shader > Reflective ??
Still can't get the reflecting I want, but here is another view. Hooked a smooth in the pf displace on the snow.
interesting following your odd-esey with this, have actually picked up a couple of ideas I've yet to try.
Another try :)
Kadri, it must be the arctic influence....
Edit: masonspappy...I was gonna call this abominable, because it uses blue nodes...but I couldn't make a snowman.....sorry....had to.
Quote from: luvsmuzik on January 04, 2018, 11:33:44 PM
Kadri, it must be the arctic influence....
Ahaha...I see what you mean. Nice one :)
Thanks Kadri. I am trying to make the sky gray too, but I had to sneak that blue in. ;D
...continue to be impressed with this series...as you were...
Took the camera up top and found a SHARK!
Terrific work.
Very cool shapes, but it looks quite noisy. Is that how it looks straight out of the renderer, or are you doing post work/editing?
- Oshyan
wow this last one is VERY cool!
Thanks all!
@Oshyan....That is with no post edit. I think maybe the little white noise effects? you refer to are probably little fake stones with slight reflection. I was going for a really frozen look with snow clinging to edges. I probably didn't have my slope set right on that perhaps. The rest of the noise is purposeful (it's all about the noise, hehe)
cbalaska's Cracked Face from File Sharing (modified and abused)
So here I tried to blur my water reflection with highlight spread and less reflectivity.
Yes, the water is rough. I like water to have some wave effect. If you go out on the water when it is perfectly smooth and no wind you had better keep your eye on the sky.
cracked fake stones7.jpg
Great stuff to see here!