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.
Very good effect!
Wow. This is cool. Thanks for the TGD. Very realistic.
Thanks, and glad you enjoy. Here's the file again with a few tweaks.
By squishing the voronoi noise on the Y axis (or stretching the X and Z axes), a layered rock look is acheived.
you, sir, are a genius!
Project X: Ha! Tell that to my girlfriend! Thanks though, I need all the narcissistic supply I can get my hands on ;)
Here's the exact same terrain and setup with a strata and outcrops shader applied (default settings). I'm going to see what a breakup shader does now. Will post results.
Very nice work! Many thanks for posting this. ;)
Great image! That's some pretty awesome detail, as well as an intriguing use of Voronoi.
Nice job on the cracked rocks using voronoi and thanks for sharing. I tweaked it a bit and came up with this....
Glen
Cool. Reminds me of Mars a bit.
glenn5700: Hey, that's pretty cool. It tends to look best at lower slopes as it breaks up into smaller outcrops of rock. I used a 2D Tree card setup population and rendered this. Can't see the "cracked face" much though. I wish I could figure ot a way to make the voronoi noise pattern larger with an increase in altitude. Any ideas? ???
I glad you guy's like my quick Mars scene, thanks.
cbalaskas,
The only thing that came to mind at the moment is you can feed the voronoi through a surface layer node and use the altitude constraints and the fuzzy zone to blend them. Just a thought, nice looking scene you have there and adding the cracks would make it more interesting.
Glen
Quote from: cbalaskas on April 25, 2007, 06:41:34 PM
glenn5700: Hey, that's pretty cool. It tends to look best at lower slopes as it breaks up into smaller outcrops of rock. I used a 2D Tree card setup population and rendered this. Can't see the "cracked face" much though. I wish I could figure ot a way to make the voronoi noise pattern larger with an increase in altitude. Any ideas? ???
have a get altitude shader.
plug it into a Y to scalar function, and plug that into a multiply scalar.
Into the multiply scalar add a constant scalar and set it to a number.
Add another multiplier, plug the voronoi scalar into this multiplier and the first multiplier into the other end.
Hey presto, the voronoi gets bigger as altitude increases - you just need to tweak the first constant.
You might also want to increase displacement amplitude with altitude, but I don't know that one, sorry.
This is, by the way, done from my head without a single look at the clip file, so it might be wrong.
Project X: Hmm, I tried as you suggested and wound up with a black low altitude and white high altitude, but no change in scale. Not sure if I did it right though. I tried something else and came up with this wierdness. Not what I'm after, but interesting. tgd attached.
Power fractal terrain, displacement 3000, displ. offset 1500.
It looks like a man bending over in a field. Or did I pass the psychoanalysis? :P
I think your problem mainly stems from missing out half of the nodes I told you to use... :-\
I'll have a look and see if I can get it to work.
I'll upload a tgd if I can.
EDIT: Ok, I've got something, the hard thing is telling whether the scale is actually increasing based on altitude or not.
The other problem is that there is no conceivable way of increasing the displacement as the altitude increases.
EDIT2: Ok, I think we have success!
As you can clearly see from the image, the voronoi sharply increases in scale at the top of the slope.
Now what you have to do is epic tweakage to make it look right.
good luck!
Just pushing ,-)
Awesome cbalaskas, seems I missed this in 2007....better late than never I always say...thanks for this informative thread
I took the Mars File from Glenn5700 and tweaked it again.
This is the result combined with another perspektive...
[attach=1].
STORMLORD