(http://farm3.static.flickr.com/2342/2403538248_15c31655b1_o.jpg)
and variation of atmo :
(http://farm4.static.flickr.com/3069/2402838394_116b142e4a_o.jpg)
I think i'll use this render to show the atmo and lighting variation in my tuto...
as usual bigger on my blog (http://www.seth93.blogspot.com)...
Outstanding. I much prefer the lighting for the second one. Veeeerrrrryyyyy nice ;D
Miles
exquisite render in both cases...I also prefer the 2nd one...golden glow, rocks too are very nice!
MAGNIFICENT.
nice photo ;) great job there!
cool renders I like the second one too.
I am on the buttocks, arms myself falling! (http://smileys.sur-la-toile.com/repository/Respect/P_03BA%7E1.GIF)
Thank you guys :)
I like the way you have multiple scale noises and shapes superimposed in the rock forms- that extra mile makes all the difference.
monks
VERY VERY Realistic!
almost on the the verge of total realism ;D
Phylloxera -
QuoteI am on the buttocks, arms myself falling!
I'm not sure what he means but I agree with him. ;D
These are two damn fine renders. I also join the herd in preferring the second one. Excellent Seth.
It's nice, but what spoils it a little for me is the smaller stones growing on the big stones. Is that intentional?
If not, try this:
fake stone fake stone
----|----- -----|-----
| |
-----------|------------|
|
Merge Shader
And set the merge shader to "highest". Et voilá, the small stones don't sit on the big stones anymore.
Regards,
Frank
FrankB
Good point, but what I think he is trying for would be where you have small lenses of harder rock suspended in something like a limestone / sandstone matrix, or maybe in a very hard and compact chalk. See http://unifiedworlds.com/LimestoneRockFallBreccia.jpg (http://unifiedworlds.com/LimestoneRockFallBreccia.jpg) not a very good example but the best I could find without spending too much time as I'm in work ;D It would be either refered to as Breccia or conglomerate, in geotechnical terms.
I did also find this... http://www.winona.edu/geology/MRW/mrwimages/cgltswift.jpg (http://www.winona.edu/geology/MRW/mrwimages/cgltswift.jpg) a slightly better illustration.
After asking in the office, someone pulled out a perfect example. See below!
Miles
Not wishing to be a pedant or anything, but I do work for a geotechnical site investigation company ;D
Can't believe I missed this one...very very nice renders!
I like the base gritty soil very much, fantastic!
I agree with Frank about the smaller rocks on top of the bigger ones.
Nice lighting as well by the way :)
Martin
Mr. Miley - COOL! This helps. Keep putting in your observations like this for people like me who haven't readily seen some of these sorts of things.
Seth - Did I already say MAGNIFICENT? ;D
hehehe thanks calico :D
and yes i put small stones on big ones... i didn't like the big stones alone... too clean to my eyes... but i must admit i tried with masking and not with merge... perhaps later ;)
:o
Nice Seth!
Great detail!
(this may seem like a stupid/obvious question) But For the Mud did you use small displacements or fake stones with very small scales?
very small scale displacement :)
You nailed it dead on in realism!!
Quote from: FrankB on May 09, 2008, 04:47:11 AM
It's nice, but what spoils it a little for me is the smaller stones growing on the big stones. Is that intentional?
If not, try this:
fake stone fake stone
----|----- -----|-----
| |
-----------|------------|
|
Merge Shader
And set the merge shader to "highest". Et voilá, the small stones don't sit on the big stones anymore.
Regards,
Frank
I realise this is an ancient post but I just ran into it and can't figure oit how to implement the diagram...big brain cramp....is there a clip file for this anywhere as it seems something I've been needing to know for some time now....thanks in advance . .. ...
It's really easy and straight forward. No clip file needed after reading the following steps ;)
Just create 2 fake stone layers and don't connect anything to them.
Create a merge shader and connect fake stone layer 1 to the left port of the merge shader and fake stone layer 2 to the middle port of the merge shader.
Then inside the merge shader set the merge mode to "highest". That's it.
Then connect the output of the merge shader into the child layer port of a surface layer. The surface layer doesn't have colour enabled.
With the surface layer acting as a base for the stones you can now control altitude/slope restrictions for the stones.
You can now use surface layers / PF's to seperately texture or displace (for that read below) your fake stone layers.
A bit more advanced:
Normally the stones will include all displacements made already before the surface layer.
If you enable smoothing in the surface layer the shader will use the last calculated computed terrain surface as a base for the fake stones, thus possibly smoothing out displacements after the compute terrain.
With this enabled you can separately displace your fake stones regardless of the terrains displacements.
Cheers,
Martin
Quote from: Tangled-Universe on October 30, 2011, 12:05:09 PM
It's really easy and straight forward. No clip file needed after reading the following steps ;)
Just create 2 fake stone layers and don't connect anything to them.
Create a merge shader and connect fake stone layer 1 to the left port of the merge shader and fake stone layer 2 to the middle port of the merge shader.
Then inside the merge shader set the merge mode to "highest". That's it.
Then connect the output of the merge shader into the child layer port of a surface layer. The surface layer doesn't have colour enabled.
With the surface layer acting as a base for the stones you can now control altitude/slope restrictions for the stones.
You can now use surface layers / PF's to seperately texture or displace (for that read below) your fake stone layers.
A bit more advanced:
Normally the stones will include all displacements made already before the surface layer.
If you enable smoothing in the surface layer the shader will use the last calculated computed terrain surface as a base for the fake stones, thus possibly smoothing out displacements after the compute terrain.
With this enabled you can separately displace your fake stones regardless of the terrains displacements.
Cheers,
Martin
You are blazingly fast Martin...thanks...somehow I didn't 'get' the Surface layer part...off to experiment now...thanks again man . .. ...
Fantasmagorical! Love the conglomerate approach - I live near Wookey Hole Caves....home to dolomitic conglomerate I believe....would be lovely if you could create a cave using the same stone :) Lovely renders. J
Jonathan, creating a cave out of fake stones is a bit easier than you might think. Give the stones a huge scale, say 100m/1000m or something, make the spacing between them(density) very close together and raise the 'pancake effect' in the shape tab so that the stones bulge outwards. Now, between each stone you should be left with 'caves' because the bottom of the stones don't meet but due to the closeness and the bulge they will meet together at some higher point. I'll make a simple .tgd to give you explaining it a bit better.
Sorry, Franck, but it seems your thread has been brought back to life for other purposes. :)
EDIT: Added a really basic file here for caves using the above method; http://forums.planetside.co.uk/index.php?topic=13431.0
Bumping this thread to ask about the 'small displacement' used to create the mud layer. I'm having trouble getting any detail in a mud layer in a project I'm working on and would love to know what is meant by this route as opposed to using very small rocks which I have tried but hasn't helped my scene.
Would it be the Displacement tab within the Surface Layer itself or within the Colour Function / Power Fractal? Displacement amplitude? Offset? Roughness? Spike Limit?
Any help much appreciated!
These rocks are absolutely amazing, by the way!
If you close in on the mud and try different settings, you'll best understand what happens. Experimentation is the basis of a good understanding. Lots of it!
You could either use the displacement tab of the surface layer (feeding some power fractal in it, of which it will use the color to displace the surface layer), or add a power fractal (PF) to the child input of the surface layer, which has its own displacement settings. You wouldn't need the color of the PF so, you could uncheck the white, and just play the displacement settings. If the smallest size of the fractal is 0.1 (=10cm) and the displacement 1 you'll get quite some spikes. Lower displacement, or lower spike limit will bring that down. Offset means the starting height of the displacement, sort of. Just check it out from a close up view is my best advice. Also try the different PF versions (ridges, perlin, billow, mix 1or mix 2). E.g. if you take a ridged perlin, and give it a negative displacement, you'll get a positively displaced billowy structure.
I hope this helps a bit.
Much appreciated! That helps a lot, Dune - thank you!
don't forget to disable the fake stones to have a better view of the ground and render the tests faster ;)