Tried some square rock again. WIP.
WOW!!!!
Nice one, great mood!
Nifty :)
Like. Very naturalistic look, naturally view. I want to look up, see that upstairs.
Not so much square there but great wildness...
New iterations...
Quote from: Dune on October 29, 2017, 02:28:35 AM
New iterations...
Wow even better wildness...really like the overhang you achieved in the 2nd one where the dude is...it's in the very 1st on but in the distance and not so obvious I think...a bit distant.
Well done, also the Cave men gives a good impression about the dimensions of the hills.
STORMLORD
Damn... These are soooo good!
Like the good simulation of sandstone or limestone.
Fantastic, and very inspiring!
An excellent view! I like these angles more than in the first version. Especially SquareRock_27-10-17-v1-2.
And still it would be possible to make a powerful compositional improvement - to focus the viewer's attention on something specific. Because now there are so many interesting things that my view jumps from place to place.
For example, in the picture SquareRock_27-10-17-v1-2: structure on the right (with a person and with interesting forms), the structure in the center (because is the center and is a separate independent and interesting rhythmic structure of four rocks) and the platform below (closest and brightest form).
In the picture SquareRock_27-10-17-v1-cam2 my attention is equally attracted: an unusual platform on the right with a man, a solid foundation on the left, and a lonely sad big tree in the center. Also, everything is interesting and not very clear, what is the main thing, what the artist points me to.
I think that here you can make a whole series of illustrations for demonstrating forms of different types.
You are surely right, Denis. Thanks for your comment. I often tend to render the 'whole area', but I should pay more attention to simplicity in composition, clear shapes and lines of view.
In my painting I got the remark years ago that I put too much stuff into one painting. I guess the same goes for my renders.
I kinda agree with Denis' comment but not as a complaint except maybe that I wind up spending too much time exploring your renders. Too much for some folks maybe but I say bring on the details...
Two more (quite different) recent renders. Placement of trees and grass might be better, though.
Like 'em both but the hill shot with the grass cascading down is very striking.
Summer river is picture perfect to me. :)
Are you actually forming cave tunnels in the square rock one? That is fabulous!
Can't say enough about your texturing techniques, so very accurate and natural.
QuoteAre you actually forming cave tunnels in the square rock one? That is fabulous!
Yes, totally new technique!
;D ;D
Quote from: Dune on November 01, 2017, 10:51:01 AM
QuoteAre you actually forming cave tunnels in the square rock one? That is fabulous!
Yes, totally new technique!
;D ;D
care to enlighten us then?
Ah, no. Or yes, actually; it just isn't possible in TG, unless folding some parts of the globe across eachother. That may have happened here, or it's a trick of the eye.
Some new experiment, trying to get squarish rocks without compute terrain. Just a mix of subtle vector displaced smooth voro-noise, mixed with fake stones (I wish those smooth voronoi versions would have adjustable smoothness). Renders in 19mins.
Never mind the title; I started out trying to get hanging valleys, without succes, so far.
Quote from: Dune on November 15, 2017, 02:37:56 AM
Ah, no. Or yes, actually; it just isn't possible in TG, unless folding some parts of the globe across eachother. That may have happened here, or it's a trick of the eye.
Some new experiment, trying to get squarish rocks without compute terrain. Just a mix of subtle vector displaced smooth voro-noise, mixed with fake stones (I wish those smooth voronoi versions would have adjustable smoothness). Renders in 19mins.
Never mind the title; I started out trying to get hanging valleys, without succes, so far.
Could you just use the Soft maximum or minimum scaler or a Smooth step scaler on top of the Smooth voronoi scaler?
The only way I can think of making hanging valleys is using the Alpine fractal shader as it somewhat does produce hanging valleys. Perhaps another way is mixing several different scaled Voronoi scalers using certain mixing scalers making certain that there is a clamp type scaler used for the primary valleys and basins below. I tried that on a number of occasions and had some success in doing so.
I tried it using Daniil's plugin with some masking and two kinds of erosion, but that didn't really work. At least not as easy as I hoped ;)
I'm not really into making hanging valleys (it was just a thought), but I'll remember your ideas.
Smooth step just increases the contrast, but not really how soft the edges are, I'm afraid.
Quote from: Dune on November 15, 2017, 09:26:21 AM
I tried it using Daniil's plugin with some masking and two kinds of erosion, but that didn't really work. At least not as easy as I hoped ;)
I'm not really into making hanging valleys (it was just a thought), but I'll remember your ideas.
Uh...what's a "hanging valley" ? I'm not grasping the concept.
Quote from: Dune on November 15, 2017, 09:27:36 AM
Smooth step just increases the contrast, but not really how soft the edges are, I'm afraid.
Perhaps using the Gain or Bias functions?
Quote from: bobbystahr on November 15, 2017, 01:20:41 PM
Quote from: Dune on November 15, 2017, 09:26:21 AM
I tried it using Daniil's plugin with some masking and two kinds of erosion, but that didn't really work. At least not as easy as I hoped ;)
I'm not really into making hanging valleys (it was just a thought), but I'll remember your ideas.
Uh...what's a "hanging valley" ? I'm not grasping the concept.
https://www4.uwsp.edu/geo/faculty/lemke/alpine_glacial_glossary/landforms/hangingvalley.html
Quote from: AP on November 15, 2017, 06:58:49 PM
Quote from: bobbystahr on November 15, 2017, 01:20:41 PM
Quote from: Dune on November 15, 2017, 09:26:21 AM
I tried it using Daniil's plugin with some masking and two kinds of erosion, but that didn't really work. At least not as easy as I hoped ;)
I'm not really into making hanging valleys (it was just a thought), but I'll remember your ideas.
Uh...what's a "hanging valley" ? I'm not grasping the concept.
https://www4.uwsp.edu/geo/faculty/lemke/alpine_glacial_glossary/landforms/hangingvalley.html
Thanks AP, guess I could have googled it....but thanks for your patience I guess...
Quote from: bobbystahr on November 15, 2017, 08:40:41 PM
Quote from: AP on November 15, 2017, 06:58:49 PM
Quote from: bobbystahr on November 15, 2017, 01:20:41 PM
Quote from: Dune on November 15, 2017, 09:26:21 AM
I tried it using Daniil's plugin with some masking and two kinds of erosion, but that didn't really work. At least not as easy as I hoped ;)
I'm not really into making hanging valleys (it was just a thought), but I'll remember your ideas.
Uh...what's a "hanging valley" ? I'm not grasping the concept.
https://www4.uwsp.edu/geo/faculty/lemke/alpine_glacial_glossary/landforms/hangingvalley.html
Thanks AP, guess I could have googled it....but thanks for your patience I guess...
You are welcome.
Bias and gain won't work either, as the colors are 'flat' but for a small edge of transition. The area of transition between black and grey-1, grey 2, grey 3 (so to speak) should ideally be wider. Kind of like blur in PS, but you can't smooth the voro function by smoothing shader either. But I've got another idea.