Testing a different way to create a rock face using only Voronoi shaders.
Nice!
Looks great. I love your rocks René.
Brilliant rocks! Well done.
I certainly envy your rock methods. This is another beauty!
Great rocks again.
Keep rocking.
Beautiful! Great shapes and textures.
Wow those look great! Are you redirecting the voronoi displacement?
Quote from: WASasquatch on May 04, 2018, 02:37:41 PM
Wow those look great! Are you redirecting the voronoi displacement?
No, not so far. But it's something I could try to do, just to see what it results in.
That pitted greenish gray area is just out of this world! I see something new each time I look at this one. :)
really good job
You're a badass Rene 8) :o ;D ;) !!!! Amazing!
Whew...still gobsmacked by this...even better here
Quote from: Dune on May 04, 2018, 10:48:45 AM
I certainly envy your rock methods. This is another beauty!
René does vertical like you do horizontal. I'd love to see you two jamming on a project. Betcha we could walk right into it....
Another iteration. There are some displacements going wrong center top, and there's probably too much gloss.
This is still awesome!
One more.
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Very good!!!
This is really outstanding so far!!!
STORMLORD
very nice progression...big LIKE
Quote from: René on May 07, 2018, 10:17:53 AM
Another iteration. There are some displacements going wrong center top, and there's probably too much gloss.
This reminds me of the terrain in those cartoony like games like Team Fortress, Fortnite, Paladin, and Overwatch and stuff. Looks very pleasing to the eyes.
Edit: The last preview looking directly at the stone actually reminds me of Tomb Raider I am playing currently. Climbing a lot of walls. Haha.
Super work, René. Once in a while (if time permits) I get inspired enough to try getting similar stuff out of TG. This is another one of those....
Quote from: archonforest on May 07, 2018, 01:03:45 PM
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Thank you! I've used the merge shader and colour adust a lot. Basically, it is one Voronoi setup with several derivatives. For the rest, it is actually a lot of trial and error.
Quote from: René on May 08, 2018, 04:58:28 AM
Quote from: archonforest on May 07, 2018, 01:03:45 PM
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Thank you! I've used the merge shader and colour adust a lot. Basically, it is one Voronoi setup with several derivatives. For the rest, it is actually a lot of trial and error.
Colour Adjust Shader, Merge Shader (and it's overlay settings), and Warp Shader are serious friends in TG. Difference overlay is fun to play with when adjusting colours for merging and displacement.
I need to return to Lateral displacement again. I just get turned off by limited detail. I've been having fun with atmosphere stuff because the lack of polygons isn't as noticeable.
Quote from: René on May 08, 2018, 04:58:28 AM
Quote from: archonforest on May 07, 2018, 01:03:45 PM
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Thank you! I've used the merge shader and colour adust a lot. Basically, it is one Voronoi setup with several derivatives. For the rest, it is actually a lot of trial and error.
Thank you for the picture. How did u get the pattern that is on the first screenshot? Guess it is not a PF with voronoi noise. I tried that and nothing similar happened. Or its some blue node set up?
thanks Rene! The mysteries begin to unravel. I get started and then do not know where to go after I reach a certain point . We get used to a point and click option for displacement with no clue how it was made. :)
Quote from: archonforest on May 08, 2018, 07:36:19 AM
Quote from: René on May 08, 2018, 04:58:28 AM
Quote from: archonforest on May 07, 2018, 01:03:45 PM
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Thank you! I've used the merge shader and colour adust a lot. Basically, it is one Voronoi setup with several derivatives. For the rest, it is actually a lot of trial and error.
Thank you for the picture. How did u get the pattern that is on the first screenshot? Guess it is not a PF with voronoi noise. I tried that and nothing similar happened. Or its some blue node set up?
There are several...voronoi cracks tgc floating around, here is dandel0's contribution link https://planetside.co.uk/forums/index.php/topic,8849.msg94774.html#msg94774
It's not the Voronoi power fractal but a blue node set-up. Like luvsmuzik said, on the forum are several examples. If you don't know blue nodes (like me), with a bit of tinkering you'll get an idea what it does.
Thx guys. I will cut up Dandelo's file I guess. This also got blue ones. :(
Math teachers should tell kids in school that math actually useful in 3D then I am sure more people would be interested. Nobody told me this before and of course my attention went somewhere else in school. >:(
Thanks for the visual tute René
Quote from: archonforest on May 08, 2018, 08:46:09 AM
Thx guys. I will cut up Dandelo's file I guess. This also got blue ones. :(
Math teachers should tell kids in school that math actually useful in 3D then I am sure more people would be interested. Nobody told me this before and of course my attention went somewhere else in school. >:(
If you have AP's 100 functions....#17 is voronoi cracks also. You can use either side of dandel0's , just dissect at the merge, if I recall without looking. Pretty sure he labeled sizes.
Thanks René. Interestingly 'simple'. I have been working with smooth steps and variable high or low colors/scalars (instead of constant scalars), which is interesting too.
This voronoi is simply a get position in texture, a constant scalar for size, another one possibly for seed, and a voronoi diff scalar, after that you can do whatever you like with color adjusts, warping, merging, etc.
Yeah I am turning on and off nodes and rendering versions like that to understand how it works.
alter 2e 0.41.jpg
That's the ticket right there.
I'm digging the moss texture as well. Looks fabulous. Light is right, all of it.
Nice work ! and an interesting visual tutorial. Have you played with stretching?
Quote from: mhaze on May 09, 2018, 05:14:24 AM
Nice work ! and an interesting visual tutorial. Have you played with stretching?
I have, but not in this image. Merging two stretched(horizontally and vertically) Voronoi shaders give very nice results too.
How on earth did you get the merge result in your tut? I've tried every variation I can think of and I can't even get close!
Screen by input, is what I did.
This is the Voronoi setup I used, it is quite simple. The quality is highly dependent on the underlying terrain. The terrain should not have too much roughness and definition, the less, the better.
Needs more variation, both in shape and colour.
Perfect Rock!!!!!
Again a great setup!
Looks great René.
Great Stuff, I like the richness of your colours.
Just looked at your .tgc, brilliant! not sure why it works so well but I'll work it out.
I feel compelled to nominate René ROCK STAR 2018 here as well as on FaceBook...brillllllliant and thanks for the clip man.
Thx for the tgc file. :D
A generous offering, thank you!
Thanks for sharing René.
Thanks indeed, interesting set-up of nodes.
That's truly amazing! Thanks, René!!
Awesome
I've gone back to some voronoi play, and tried to update one of my cliffs with the rock attempt, but I can't get the rocks to function correctly. Either too tall, or flattened and exploded/crunched rocks appear. Doesn't look too bad but definitely isn't the look I was hoping to achieve with the rock boundaries creating nice separation. Are there any special settings you do on the fake stones for them or displacement?
The more vertical the cliff faces the better voronoi works also stretch the voronoi noise in the y axis.
Quote from: mhaze on May 14, 2018, 03:59:14 AM
The more vertical the cliff faces the better voronoi works also stretch the voronoi noise in the y axis.
For those of us who try....As you can see I can implement the clip on a cube, but again I am stumped as how to setup the base in a terrain. I have multiple shared displacement cliff or strata-voronoi mixes. I am clueless as to how to achieve the basic smooth face like many used in the NWDA Cliff contest, for example.
BTW, I have tried multiple times since downloading the clips.
You have to be careful just dropping in clips by others, as they won't always suit the terrain or other nodes you've put in before. Better dissect, and learn, then use the idea to build your own from scratch.
QuoteI am clueless as to how to achieve the basic smooth face
If you want to build from the default scene, you can increase the smallest size in the base terrain PF to start with (make it 5m or so), then you can decrease detail in the fractal warp (say 0.8-0.9). Voila, smooth mountains as a base to build upon. You want more steepness; increase variation in the pf, and increase clumping, etc.
I used a mask to displace (displacement offset) two terrains. After that, I added fake stones(optional) as a third terrain.
After the basic Voronoi texture there is also a warp and a number of smaller displacements for more variety, texture and colour.
It is a good idea not to make the terrain too detailed, otherwise the textures will go haywire.
Added some vegetation.
Looks good René.
Thanks!
Very good, I'd say. I notice you work on a very large scale, stones of 222m, whereas you get the impression of a scene of max ~50m diameter or so in this case. Do you decrease total size at the end or are the veggies also enlarged?
@Rene Thank you very much for those image examples and explanations! I was ready to just stack cubes everywhere. :)
@Dune Yes, I had three file shares open, going back and forth, comparing. Your files usually build from a basic setup, then you add great additional features. All a learning process, but such fun! Off to experiment! :)
Quote from: Dune on May 18, 2018, 06:03:40 AM
Very good, I'd say. I notice you work on a very large scale, stones of 222m, whereas you get the impression of a scene of max ~50m diameter or so in this case. Do you decrease total size at the end or are the veggies also enlarged?
The vegetation has indeed been enlarged. Occasionally during experimentation, I discover something I like, although the proportions are too large. Instead of decreasing textures and displacements, I find it easier to scale the objects
down up.
Quote from: René on May 08, 2018, 04:58:28 AM
Quote from: archonforest on May 07, 2018, 01:03:45 PM
This is the best rock surface I ever seen on TG! Stunning work.
You should really do some basic teaching on rocks. I'll pay for it for sure.
Thank you! I've used the merge shader and colour adust a lot. Basically, it is one Voronoi setup with several derivatives. For the rest, it is actually a lot of trial and error.
Impossible to explain or show better. useful techniques as always, thanks René!
really good job and thx for the explainations !
Thx Rene and Dune for the the extra info.
Thanks René. That might be the way to overcome the problems I get with tiny scales, but harder to work on real world scale.
Really impressing! Looks fantastic!
Quote from: Dune on May 19, 2018, 01:54:30 AM
Thanks René. That might be the way to overcome the problems I get with tiny scales, but harder to work on real world scale.
Agree, have same problem at 'real world' scale hence some weirdly scaled scenes.