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General => Image Sharing => Topic started by: WAS on June 15, 2018, 05:02:04 AM

Title: Gravel Shaders WIP
Post by: WAS on June 15, 2018, 05:02:04 AM
Two shaders in use here, a Gravel Road Compressed, and Gravel Road Loose, as well as a "natural" (to the environment) rock surface that isn't part of the road shaders. Dune grass 2 and 9 for ambience. The basic dirt around the road was bugging me. I forgot to add base displacement to the road leveling so the tread paths look too flat imo. Doing another render with higher GI settings and a base displacement over night.

My usual "high contrast" type camera post processing, though I forgot to mask out some of my fake AO which made the grass to dark trying to add a bunch of shading.
Title: Re: Gravel Shaders WIP
Post by: Hannes on June 15, 2018, 07:08:58 AM
Looks great!! Very natural.
Title: Re: Gravel Shaders WIP
Post by: luvsmuzik on June 15, 2018, 09:01:12 AM
Attention to real world detail and random imperfections pretty darn good! Good job!
Title: Re: Gravel Shaders WIP
Post by: WAS on June 15, 2018, 01:56:13 PM
Thanks. Here is an update with the added displacement that was bugging me being absent. Upped scale and amplitude of displacement for the dirt. File is available in File Sharing section without Dune's models.
Title: Re: Gravel Shaders WIP
Post by: J_Con on June 15, 2018, 04:55:26 PM
Awesome.Looks real.A definite download.
Title: Re: Gravel Shaders WIP
Post by: archonforest on June 16, 2018, 01:17:03 PM
Hey nice! :)
Title: Re: Gravel Shaders WIP
Post by: bobbystahr on June 16, 2018, 02:56:04 PM
Brilliant man....and as I have Dune's models this will be downloaded as soon as I type this...thanks...
Title: Re: Gravel Shaders WIP
Post by: WAS on June 16, 2018, 03:42:49 PM
Quote from: bobbystahr on June 16, 2018, 02:56:04 PM
Brilliant man....and as I have Dune's models this will be downloaded as soon as I type this...thanks...

Here is the original TGD with the models and distributions still added if you want something already setup to the road specifications.
Title: Re: Gravel Shaders WIP
Post by: Kadri on June 16, 2018, 09:27:50 PM

Thanks for sharing. Looks nice.
Title: Re: Gravel Shaders WIP
Post by: masonspappy on June 16, 2018, 11:32:43 PM
Thanks for Sharing
Title: Re: Gravel Shaders WIP
Post by: inkydigit on June 17, 2018, 02:20:14 PM
Great shader work!
:)
Title: Re: Gravel Shaders WIP
Post by: DocCharly65 on June 18, 2018, 05:17:04 AM
Brillliant work!  :)
Title: Re: Gravel Shaders WIP
Post by: Agura Nata on June 18, 2018, 12:22:10 PM
Well done!
Title: Re: Gravel Shaders WIP
Post by: WAS on June 18, 2018, 12:55:25 PM
Thanks everyone.
Title: Re: Gravel Shaders WIP
Post by: ajcgi on June 19, 2018, 06:49:54 AM
This is excellent. I love it when people apply themselves to one thing. This and the recent pothole are examples of how focussing on one thing can be rewarding. Thanks for the share too!
Title: Re: Gravel Shaders WIP
Post by: WAS on June 19, 2018, 12:33:19 PM
Thanks for the feedback! I have been trying to work on "elements" I'll end up using in scenes. I notice I'll often make a scene and than struggle with surface shaders with everything else going on.
Title: Re: Gravel Shaders WIP
Post by: otakar on June 19, 2018, 01:36:55 PM
Great! It's this kind of detail that often makes a difference in the realism created in a scene. And such stuff is also very time consuming to come up with, which is why it makes sense to have snippets like this saved up in a library, which eventually can be used to 'quickly' put together something. I wish it were easier to manage though in the UI, I am still struggling with complex node networks, no matter how well you group them and label them. The whole thing becomes a mess when you add a few nodes via the menus and dialogs and having to constantly organize the network is not fun.

Thanks for sharing your work.
Title: Re: Gravel Shaders WIP
Post by: WAS on June 19, 2018, 02:17:19 PM
Quote from: otakar on June 19, 2018, 01:36:55 PM
Great! It's this kind of detail that often makes a difference in the realism created in a scene. And such stuff is also very time consuming to come up with, which is why it makes sense to have snippets like this saved up in a library, which eventually can be used to 'quickly' put together something. I wish it were easier to manage though in the UI, I am still struggling with complex node networks, no matter how well you group them and label them. The whole thing becomes a mess when you add a few nodes via the menus and dialogs and having to constantly organize the network is not fun.

Thanks for sharing your work.

In I believe 6 years of using Terragen, I have never, ever, once, used those menus. They're not intuitive and yes, destroy the node network. I find it odd people advise to use them considering how slow it is compared to a right click, not to mention, when I right click, the shader goes where I click.
Title: Re: Gravel Shaders WIP
Post by: luvsmuzik on June 19, 2018, 03:41:15 PM
Going to be a standard addition to my scences, I like how this is flexible and can be added to a default terrain fractal. I have not tried adding object populations for vegetation yet, but that should not be a problem. Flexed the colors on your set up just a tad, but I like the slight contrast. THANKS  again!
Title: Re: Gravel Shaders WIP
Post by: WAS on June 19, 2018, 04:49:21 PM
Quote from: luvsmuzik on June 19, 2018, 03:41:15 PM
Going to be a standard addition to my scences, I like how this is flexible and can be added to a default terrain fractal. I have not tried adding object populations for vegetation yet, but that should not be a problem. Flexed the colors on your set up just a tad, but I like the slight contrast. THANKS  again!

I like the rich soil color, contrasts nicely with the rocks. I'll be honest I was modeling off a gravel road in the park I am at and it's rather beat up and has years of settled dust making it rather plain colour wise.