Planetside Software Forums

General => Image Sharing => Topic started by: SILENCER on December 31, 2017, 02:35:41 PM

Title: Inverse Crater Towers
Post by: SILENCER on December 31, 2017, 02:35:41 PM
A while back some people here (the names temporarily elude me) did some tower R&D with inverse crater displacement. I starting plinking around with the idea. It bore interesting results.

What is a slight negative to this method as opposed to using simple shapes and extruding those, is that the crater shader footprint on the terrain is not represented in OGL, which makes ID and other needs a bit of a pain when making adjustments. And, of course, you're limited to a circular profile.

BUT, the rim and skirt values come in real handy for blending with the ground below (not visible here for the clouds) so it of course depends on the needs of the shot or sequence you're doing.

Overall, though, it's a pretty speedy way to achieve the goal.
Title: Re: Inverse Crater Towers
Post by: luvsmuzik on December 31, 2017, 03:42:55 PM
That is definitely cool!
Title: Re: Inverse Crater Towers
Post by: SILENCER on December 31, 2017, 04:22:31 PM
And...as you can see here at the base, the displacement, I think, looks pretty wild.
There's some residual mess over here to the right, perhaps generated by an improperly masked Strata shader, but you get the idea.

Title: Re: Inverse Crater Towers
Post by: DannyG on January 01, 2018, 01:08:20 PM
Nice cold mood
Title: Re: Inverse Crater Towers
Post by: bobbystahr on January 03, 2018, 01:11:26 PM
Have you tried following the Crater shader with a Fractal warp shader?