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General => Image Sharing => Topic started by: Kadri on August 24, 2015, 01:00:16 AM

Title: Rock study
Post by: Kadri on August 24, 2015, 01:00:16 AM

Just a rock study. I liked the structures.
Title: Re: Rock study
Post by: yossam on August 24, 2015, 01:15:42 AM
Terrain folding? I like........ ;)
Title: Re: Rock study
Post by: Kadri on August 24, 2015, 01:30:35 AM

:)
Title: Re: Rock study
Post by: Kadri on August 24, 2015, 03:13:33 AM

Another version.Just a little different.
Title: Re: Rock study
Post by: Jo Kariboo on August 24, 2015, 04:06:45 AM
Excellent and persuasive. I very like these two pictures.
Title: Re: Rock study
Post by: Kadri on August 24, 2015, 04:18:57 AM

Thank you.
Title: Re: Rock study
Post by: Clay on August 24, 2015, 05:47:10 AM
It is fun playing with various functions, here's one I posted a while back when I first started using Terragen.
Title: Re: Rock study
Post by: Dune on August 24, 2015, 06:24:12 AM
Very nice rock, Kadri. Looks very hard and torn by ice. Maybe if you can add some (bluegreen) glacier/ice remains, and some rock debris, you can make a very interesting contrasty render.
Title: Re: Rock study
Post by: mhaze on August 24, 2015, 08:50:19 AM
Excellent rock and very nice colours.
Title: Re: Rock study
Post by: AP on August 24, 2015, 10:46:30 AM
The colors are very ideal for this. The terrain shapes are awesome.
Title: Re: Rock study
Post by: kaedorg on August 24, 2015, 03:21:49 PM
Kadri I'd like the second one. You should explore it.

David
Title: Re: Rock study
Post by: TheBadger on August 24, 2015, 08:22:34 PM
I like it Kadri. I would love to see that surfacing on a rectangular form at a smaller scale:
http://www.wisconsincentral.net/LandTOC/Land/DellsEauClaire_files/summera.jpg
http://www.wis-camping-guide.com/dells/Dells%20of%20Eau%20Claire%20-1.jpg
Title: Re: Rock study
Post by: AP on August 24, 2015, 10:58:55 PM
It someone can make something close to that type of shape. I was trying to do that on the Blue River Valley thread of mine. 
Title: Re: Rock study
Post by: Dune on August 25, 2015, 06:19:36 AM
The Eaux Claire Dells structure would be ultimate. One day...
Title: Re: Rock study
Post by: Tangled-Universe on August 25, 2015, 12:15:53 PM
I feel another "we need rectangular noise" discussion coming up ;)

And yes indeed, we do need that :D
Title: Re: Rock study
Post by: TheBadger on August 25, 2015, 05:50:56 PM
I feel another "we need rectangular noise" discussion coming up ;)

And yes indeed, we do need that :D

just talking about it is kinda fun too. :)
There are better images of that location that I posted, but trust me, Kadri's surfacing would be really really close to what the reality is, just add some more really smooth spots to it and give me the rectangular noise, and I would be in TG paradise... Ohh and vector displacement map output from TG too!!!
Title: Re: Rock study
Post by: Kadri on August 25, 2015, 11:25:36 PM

Thanks guys.
Yes we need different type of noise but still Terragen impresses me how you can approach in different ways.
I came with the look by chance when i tried different ground looks together with fake stones a while ago.
Curious if you use fake stones too Martin (TU)? Blue nodes probably ?

This ones are the same setup as above that have twist and shear,strata,image and image masks and warp nodes attached.
After those nodes it gets toooo slow so i could not test much more.
They lack more polish. I could mostly render only with less quality and smaller size.
The smallest image took 17 minute to render. There could be more node optimization too of course.
Every image had a slightly different node setup.
I will later share this scene.

I have a 3 month or so old scene that i still haven't used for an image (but i will later).
The rock structures in that scene does have a different potential.
It uses the same method but in a different setup.
But i haven't rendered any big images.
I don't know if it is any good or not.
That test scene is still rendering. I will post it here too when ready.


Title: Re: Rock study
Post by: Kadri on August 26, 2015, 01:12:07 AM

Found this small image too with the strange rock structure.
I think i used a similar method but i don't remember the scene.

The second image is the finished render of the older scene i mentioned in my previous post.
Title: Re: Rock study
Post by: bobbystahr on August 26, 2015, 01:30:50 AM
I've been playing with fakestones in the terrain editor with decent results that are promising.
Title: Re: Rock study
Post by: Kadri on August 26, 2015, 01:47:17 AM

Fakestones are nice :)
Title: Re: Rock study
Post by: Tangled-Universe on August 26, 2015, 12:23:08 PM
Hi Kadri,

No I don't use fake stones for my rock shapes, actually.
Just like you I use warped fractals (which I merge) and strata shaders mostly.
Twist and Shear I don't use much either, if at all.

I like what you're doing and Michael is right when he said these are very realistic in shading/texturing.

Cheers,
Martin
Title: Re: Rock study
Post by: Kadri on August 26, 2015, 12:30:43 PM

I see. Thanks Martin.

Title: Re: Rock study
Post by: Kadri on August 26, 2015, 06:07:50 PM

Tried a different approach to fakestones this time.

These are only the basic steps i used to make the images below.
As always use whatever options-nodes you want of course. So many possibilities...

* Make a surface layer. Put a fakestone (with very high "Stone scale" and small density) node in the child layer input.
   You will get something funny like the first image.


[attachimg=1]


*Then put 3 "Fractal warp shaders" after the "Fakestone node" with high values and only different scale settings.
  You got probably another kinda spiky stone field like in the second image(There might be interesting parts in them if you get very close ?).


[attachimg=2]



*Now put a "Twist and shear shader" after the "Fractal warp shaders" with a lean factor around 0.8(depends on your setup) and the Y input with -1
  Now suddenly something like the last big images that are attached below appear.

The warp shader does have a strata kinda effect in it as it looks(when used in this way at least).
Play time :)

Title: Re: Rock study
Post by: bobbystahr on August 26, 2015, 09:08:44 PM
very like what I'm doing except  work in the Terrain Tab...the texture in the Shader Tab.
Title: Re: Rock study
Post by: TheBadger on August 26, 2015, 11:42:46 PM
Quote
Fakestone_last_step_04_.jpg
Kadri, please share this TGD if you like.
Title: Re: Rock study
Post by: Hannes on August 27, 2015, 12:03:43 AM
This looks really cool, Kadri!
Title: Re: Rock study
Post by: AP on August 27, 2015, 12:48:31 AM
Step 03 and 04 looks like a very rigid plateau but on a more planetary scale. This could be a way to create plateaus and canyons just increasing the size if the fake stones by good factor. The large scale features clamp out well enough for cliff sides and steep slopes.
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 01:41:04 AM

Thanks guys.
The side rock formations itself aren't so different-interesting but as a whole it might be useful maybe for different things like you said Chris.
I wanted to use it as an island for example.
If you put higher numbers then 1 as the lean factor in the twist shader you get negative displacements that might be a starting point for canyons or different mountains(with more density in the fakestone shader) very easily.

Michael here is the file but it is very basic as i said above.
The other image was from the same file.That place is a little on the back side from another fakestone.


Title: Re: Rock study
Post by: Kadri on August 27, 2015, 02:06:33 AM

A fast test with the same file with higher density fakestones and with a lean factor of 1.3 in the twist shader.
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 03:03:39 AM

By the way Michael, the image you posted was the primary reason i made the test for the file you asked.
With a little more tinkering you might get more closer probably.
Title: Re: Rock study
Post by: TheBadger on August 27, 2015, 03:27:41 AM
Kadri,
I did see that you were playing with the idea! As for me, I gave up on trying, I am just waiting for the rectangular noise.
I thought to use the file for Islands too. For my greek/roman city which I wanted to be for Poseidon the way Athens is for Athena... Still can't come up with a name for a city for poseidon that sounds good the way Athens does for Athena... if you have any ideas.

Thanks for the file!

Title: Re: Rock study
Post by: AP on August 27, 2015, 03:37:56 AM
The latest test looks nice as well. I would imagine that would look very cool once the procedural erosion is available. I am working on some hero mountain tests right now. I will probably make a dozen of them and post the settings also.
Title: Re: Rock study
Post by: Matt on August 27, 2015, 03:50:46 AM
Kadri,

The combination of multiple fractal warp shaders is really interesting, and I didn't realise it produced this sort of stepping. But I don't understand what the Twist and Shear is doing. When I try it it doesn't change the character of the rocks, it just shears it like I would expect it to shear any other displacement. I'm not seeing where it fits into your renders.

Matt
Title: Re: Rock study
Post by: Matt on August 27, 2015, 04:01:16 AM
Oh, you're compressing it down by making the lean vector point downwards. You know you can get the same effect just by making the stone tallness 0.4 instead of 2?

Matt
Title: Re: Rock study
Post by: AP on August 27, 2015, 04:35:13 AM
If i am understanding this correctly. The more warp intensity, the more displaced stepping forms along the x and z axis.
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 06:07:26 AM
Oh, you're compressing it down by making the lean vector point downwards. You know you can get the same effect just by making the stone tallness 0.4 instead of 2?

Matt

I do mostly something and then add another thing to see what it does as i go.
There are so many options,possibilities it just happens without any deep thinking Matt. Just tests.
Some parts-values are leftovers from other tests.
Sometimes there seams to be things found when you play with different approaches.
I just asked myself here what would do a negative twist do as i played with different things.
So there are probably some parts-numbers that doesn't do anything like the high warp settings (not sure).
It looked to me as if there is a limit.So i added other warp nodes to see if they help for example.

I am rendering another test with an Alpine fractal now and had not thought to use a negative displacement before with that node.
It looks like kinda a canyon that way. With 6 Warp shaders this time.It is rendering now.
Title: Re: Rock study
Post by: AP on August 27, 2015, 06:09:07 AM
Well, that should be interesting.
Title: Re: Rock study
Post by: Dune on August 27, 2015, 06:13:13 AM
You're heading into dangerous terrain, Kadri  ;) You get a lot of small displacements probably intersecting eachother. I wouldn't dare to put a RT reflective shader on that. But... really interesting structures!
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 06:16:55 AM

From far away it looks interesting but not sure how it will look closer Chris.

Ulco yes it is rendering even just with that nodes...uhh...a little slow but i was curious :)
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 06:20:45 AM

Michael there are so many names you might choose... Helike for example?

Edit: you might have seen this probably  https://en.wikipedia.org/wiki/List_of_ancient_Greek_cities
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 06:34:59 AM

The first image does have 3 warp nodes after an Alpine fractal.
The scales in the warp nodes are different and goes like 100,82,63.

The second image does have another 3 warp nodes.
"Scale" values are 47,19,7 in those added nodes.
I changed the erosion values to higher numbers in this second image.

Title: Re: Rock study
Post by: Matt on August 27, 2015, 06:44:45 AM
I do mostly something and then add another thing to see what it does as i go.
There are so many options,possibilities it just happens without any deep thinking Matt. Just tests.
Some parts-values are leftovers from other tests.
Sometimes there seams to be things found when you play with different approaches.

That's a good way to experiment with a complex system. I didn't mean to criticize that approach at all.

The Y component of a twist and shear shader can be used to exaggerate or reduce the height of a terrain. It wasn't specifically designed to adjust height, but it's perfectly valid to do. In some cases it will be really useful. In your setup with the stone warped by fractal warp shaders, I think it's useful to know that the twist and shear shader isn't necessary to achieve the effect, so you can simplify the setup and make it easier to understand how it works.

Matt
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 06:54:18 AM
...
 I didn't mean to criticize that approach at all.
...

No problem Matt.I didn't saw it that way.
It was just me trying to express myself, as clear as i can in another language, probably a little too lengthy as always ;)
Title: Re: Rock study
Post by: Matt on August 27, 2015, 07:06:31 AM
So there are probably some parts-numbers that doesn't do anything like the high warp settings (not sure).
It looked to me as if there is a limit.So i added other warp nodes to see if they help for example.

The shader limits its own warp amount (with a kind of soft clamp) so that the displacement doesn't become discontinuous, so the cliffs should always be less than 90 degree slope. Higher warp amounts just push the cliffs closer to 90 degrees and make the shallow slopes even shallower. Using additional nodes will exaggerate this but won't overcome that limit. But they can change the character of the surface and make it more complex, as your results show.

To create overhanging cliffs you could add some horizontal displacement afterwards, maybe using a Twist and Shear Shader :)  Then you could reduce the warp effect and perhaps get some natural-looking structures. Because the problem with these extreme warps is that they create unnatural stretched cliffs.

Matt
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 07:17:48 AM
So there are probably some parts-numbers that doesn't do anything like the high warp settings (not sure).
It looked to me as if there is a limit.So i added other warp nodes to see if they help for example.

The shader limits its own warp amount (with a kind of soft clamp) so that the displacement doesn't become discontinuous, so the cliffs should always be less than 90 degree slope. Higher warp amounts just push the cliffs closer to 90 degrees and make the shallow slopes even shallower. Using additional nodes will exaggerate this but won't overcome that limit. But they can change the character of the surface and make it more complex, as your results show.
...


Good to know for sure.Thanks :)


...
To create overhanging cliffs you could add some horizontal displacement afterwards, maybe using a Twist and Shear Shader :)  Then you could reduce the warp effect and perhaps get some natural-looking structures. Because the problem with these extreme warps is that they create unnatural stretched cliffs.
...


Yes that was my thought too. Just with those nodes it is not enough.
I saw it in a small closer test render in the file i shared.
Next stage maybe all together :)
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 08:21:36 AM

I just noticed now that i was thinking in a global planet way that Terragen makes me to think.
Not all images (node setups) have to work for global scale.
The last image with the canyon kind of look might still be useful for some wide shots for example.
But there is always the need in me that it should work for closeups too.
Feels kinda constrictive to think that way, if you know what i mean.
Title: Re: Rock study
Post by: Kadri on August 27, 2015, 12:33:56 PM

Same alpine shader but different setup.
This time there is strata and twist and shear too beside warp shaders.
My main focus is the twist and Shear shader this time together with slope restricted surface layers.

The lengthy spiky look reminds me of old CGI pictures
and i mostly don't like that default twist and shear shader look that goes to one side actually.
Like the upper middle-left parts of the image below.
But as you said Matt after adding these nodes some parts look more natural...to me at least.
I like how the warp stretched parts look more like kinda rock plates on the lower part.

There is an basic interesting thing i saw regarding the twist and shear shader.
Not sure about the usefulness but it changed how i see that shader a little.
I will have to render other images to show it more clearly.

Haven't slept for more then one day.  See you later.
Title: Re: Rock study
Post by: Dune on August 27, 2015, 03:42:55 PM
You can of course mask the twist and shear by PF, making it possible to add all directions in a mixed way, but then again; that can also be achieved by redirection or use of a compute normal (and or XYZ shader) and then lateral displacement.
It's always fun to explore all sorts of mixing of nodes and see what happens.
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 03:53:09 AM

Yes many different ways Ulco.

I made a very basic scene that you can download and try for yourself below.

Some time ago i thought if you use 2 or more twist and shear shaders that are exactly the opposite
if they would cancel themselves out or if there would be still be some effects of them to be seen.
There were some things that i did not understand why it happened.


*Open the scene and you will see a scene like in the first image.

*Enable the "01_Twist and shear shader" node.It does exactly what it should.

*Then enable the "02_Surface layer" node.Nothing happens.

*Then enable the "02_Twist and shear shader".The X and Y values are -1 so exact the opposite of the "01_Twist and shear shader".
  So you get the same scene as without any twist shader was added.

* Now go to the 02_Surface layer" and enable "Smoothing effect" in the "smoothing" tab. This is what me surprised.
   It is more like a reset then smoothing (in this setup at least).
   What you get is like the same as you disable the first surface layer and twist node.

* Go to the first "01_Twist and shear shader" and use bigger numbers in the "Lean factor" until you go very high
   you won't see any difference  and when you do it won't be in the direction you expect.
 
*If you restrict the slopes differently in the surface layers you get some expected sometimes not expect results too.

I don't know if it is only related to the smoothing effect or the twist shader.

If you use slope restrictions with more layers and twist shaders it is not the same behavior and the effects from the upper layers are still seen less or more. It looked to me depending on the surface layers used even if you use exact opposite twist nodes you still can get some different effects. This is not related to the smoothing effect it is more about the slope etc use....
So the twist shader can act as you said Ulco like a redirect shader too. But not sure if they look the same.
The thing i was curious was how opposite shaders act.

Sounds complicate to you? If you are new to Terragen it most probably sounds so.
I was nearly giving up to post this here.
There are so different settings that it gets overwhelming very fast to write and post pictures what this or that does.
Especially the last things i said. Documenting the workings of Terragen looks very hard when you go into things like this.
Some of the behavior changes very much for example when you change the Slope key to "Planet/object normal" in the Slope constraints tab.


[attachimg=1]

[attachimg=2]

[attachimg=3]

[attachimg=4]

[attachimg=5]





[attachimg=6]





Title: Re: Rock study
Post by: Kadri on August 28, 2015, 04:00:48 AM

These are some of the others if you are curious.
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 04:21:01 AM

These ones are a little more complicated so there might be other factors too.

The first one have 5 or so  "twist and shear shaders" that are going in the opposite directions to the ones before
and are restricted by surface slopes.

I exaggerated the lean factor just to see the effect more clearly in the second image.
It took tooo long to render and i didn't finish it.

The third image does have less nodes to see the twist effect better (still exaggerated).


Title: Re: Rock study
Post by: Dune on August 28, 2015, 06:33:20 AM
Interesting tests, Kadri. The smoothing checked just annihilates any displacement from former nodes. For 'real smoothing' you'd need a compute terrain with a larger patch, so it calculates an average, and smooths accordingly to this softer computed base. Without the compute terrain it just smoothes the whole thing down again (unless you mask the surface layer by something).
With some masking and twisting you can get weird shapes  ;)
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 07:08:10 AM
Interesting tests, Kadri. The smoothing checked just annihilates any displacement from former nodes. For 'real smoothing' you'd need a compute terrain with a larger patch, so it calculates an average, and smooths accordingly to this softer computed base. Without the compute terrain it just smoothes the whole thing down again (unless you mask the surface layer by something).
...

Yeah i wasn't aware how much it is more of a reset then a kind of smoothing that i expected.

Weirdness is good :) I don't see much work around of it but Terragen could be very easily used for abstract work too.
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 08:26:44 AM

The first image below is nearly the same scene that i shared above with strata and warp shaders attached.

The second one is with the strata disabled and the two opposite twist and shear shaders enabled.
Not sure what to call it  :D

The last one is the same scene stretched.
Title: Re: Rock study
Post by: mhaze on August 28, 2015, 09:34:05 AM
Looks like a snail and a tortoise! Interesting work Kadri.
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 10:51:58 AM

:)

The compute terrain patch size was in one instance kinda funny too.
I don't think that anyone uses so high setting like here going from 5000 to 300 but it was kinda...ahem...interesting what it did.
Probably time to stop the tests :)
Title: Re: Rock study
Post by: kaedorg on August 28, 2015, 03:33:39 PM
nice work on erection Kadri  8)

David
Title: Re: Rock study
Post by: fleetwood on August 28, 2015, 03:55:40 PM
Going down to tiny patch sizes near 0 also can be interesting. And turning on Intersect Underlying and picking the  Displacement Intersection effect  in surface shaders generally gives a whole new unpredictable look if you don't have enough things to try.  :)
Title: Re: Rock study
Post by: Kadri on August 28, 2015, 06:19:34 PM

 ::)  ;D
Title: Re: Rock study
Post by: bla bla 2 on August 28, 2015, 06:33:00 PM
Try with the water.  :)
Title: Re: Rock study
Post by: Kadri on August 30, 2015, 04:18:32 AM
Try with the water.  :)

You could use all what you can do for terrain for water too.Just put a water shader on it.
If you remember i tried some things with water before.

http://www.planetside.co.uk/forums/index.php/topic,18777.msg182717.html#msg182717
http://www.planetside.co.uk/forums/index.php/topic,17856.msg172859.html#msg172859

It takes too long to render with water mostly. So i don't use it so much :)
Title: Re: Rock study
Post by: bla bla 2 on August 30, 2015, 08:21:59 AM
Ah okay.  :D
Title: Re: Rock study
Post by: inkydigit on August 31, 2015, 10:36:32 AM
Great work here Kadri.... Loved these all.
:)
Title: Re: Rock study
Post by: Kadri on September 18, 2015, 12:06:30 AM

:)
Title: Re: Rock study
Post by: Kadri on September 22, 2015, 07:19:10 PM

Certainly not what i wanted, but kinda painterly look with those excessive displacements.
 
Title: Re: Rock study
Post by: archonforest on September 22, 2015, 09:24:08 PM
Actually it looks very cool!
Title: Re: Rock study
Post by: bobbystahr on September 22, 2015, 10:39:11 PM
Actually it looks very cool!

agree
Title: Re: Rock study
Post by: Kadri on September 23, 2015, 02:07:32 AM

I liked it too.Nearly like a photo filter.
Could be another way to use Terragen. Excessive displacement images  ;D :P 
Title: Re: Rock study
Post by: Dune on September 23, 2015, 06:25:27 AM
 :D It has something painterly, expressionist TG work.
Title: Re: Rock study
Post by: Kadri on September 23, 2015, 06:47:52 AM

 :D
Title: Re: Rock study
Post by: Kadri on September 30, 2015, 09:51:18 PM

I had a 2 years or so old file that i used this time.
With lateral displacements i got it much closer to how i wanted the image.
Rene van Megen's use of Lateral displacement made me curious how my file would look.
The far side was bad so i painted it crudely out.Would be just as easy to mask it in Terragen anyway.
This test was only about the general rock structures so there is only two colors for surfaces.
I exaggerated the GISD like Martin (TU) to see the structures better.
Title: Re: Rock study
Post by: bobbystahr on September 30, 2015, 10:06:49 PM


Rene van Megen's use of Lateral displacement made me curious how my file would look.
 

great test and kinda cool that even though he seems too shy to join the PS forum he's being quoted as here as an influence.
Title: Re: Rock study
Post by: Kadri on September 30, 2015, 10:21:16 PM

Thanks.
He is lurking around.Maybe he will post in the end :)

This was the old file. Not sure but in this version there might be an image texture for displacement too.

[attachimg=1]
Title: Re: Rock study
Post by: bobbystahr on September 30, 2015, 10:27:47 PM
cool...nice experiment...
Title: Re: Rock study
Post by: AP on October 01, 2015, 02:39:30 AM
That looks neat. I like the differences between the rock layers and smoother dirt. Now it just needs to be eroded a bit.    ;)
Title: Re: Rock study
Post by: Dune on October 01, 2015, 06:27:04 AM
Nice test, Kadri.
Title: Re: Rock study
Post by: TheBadger on October 01, 2015, 08:08:18 PM
[attach=1]

Now make it happen only where you want, and only in the size and general shape you want.  Then teach me how! ;)


Nice playing kadri.
Title: Re: Rock study
Post by: Kadri on October 02, 2015, 04:13:10 AM

Thanks guys.

Arghhh! Wish you wanted anything but that Michael. You made me nearly want to try that...but just nearly  ;D
Title: Re: Rock study
Post by: Jo Kariboo on October 03, 2015, 12:34:48 PM
Very nice result with this one . Rock_test_lateral_displ_Kadri_01_10_2015.jpg (http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20419.0;attach=60006)
Title: Re: Rock study
Post by: Kadri on October 03, 2015, 02:19:47 PM
Very nice result with this one . Rock_test_lateral_displ_Kadri_01_10_2015.jpg (http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20419.0;attach=60006)

Thanks. I want to play with that scene a little more later.
Title: Re: Rock study
Post by: Kadri on October 05, 2015, 06:18:22 AM

This was another 2 year or so old scene.
Played with it with what i have learned since then.
There are no fakestones,it is mostly strata.
Especially the left far side is bad and needs to be changed.
I will work more on this (ground,fakestones etc.) and see what comes out.
Maybe a small animation where the camera pans around the hero rock structure.
Title: Re: Rock study
Post by: AP on October 05, 2015, 06:22:47 AM
The overall structures have loads of potential. I'd flatten out the steeper peaks in the far background a bit. Certainly add loads of stones and loose dirt. This can go places.    8)
Title: Re: Rock study
Post by: Kadri on November 01, 2015, 01:46:38 PM
:)


Wish there was a way to get the image (for the black and white pencil like texture) not getting smaller in the far side.
Using a distance mask and different layers from near to far might work probably.
There is postwork like over sharpening,contrast etc. to make the texture stand out more.

Title: Re: Rock study
Post by: j meyer on November 01, 2015, 02:15:05 PM
 8) Me likey!
To my eyes it's more like inked than pencilled,though. ;)

Title: Re: Rock study
Post by: Kadri on November 01, 2015, 02:16:31 PM
8) Me likey!
To my eyes it's more like inked than pencilled,though. ;)

LOL...if you say so  ;D
Title: Re: Rock study
Post by: Dune on November 01, 2015, 03:39:16 PM
Very cool effect!
Title: Re: Rock study
Post by: mhaze on November 01, 2015, 05:28:41 PM
Love it!
Title: Re: Rock study
Post by: Hannes on November 01, 2015, 06:16:27 PM
Looks very unusual. Cool!
Title: Re: Rock study
Post by: AP on November 02, 2015, 12:12:02 AM
Far Out!
Title: Re: Rock study
Post by: fleetwood on November 02, 2015, 12:53:41 AM
Nice effect.
Title: Re: Rock study
Post by: inkydigit on November 02, 2015, 09:25:03 AM
Like a mezzotint!
Love these Kadri!
:)
Cheers
Jason
Title: Re: Rock study
Post by: Kadri on November 02, 2015, 08:35:07 PM

Thanks all.

I tried it on other scenes but as you know what works in one scene doesn't always work in the same way in others.
A way to use images relative to the render size then to the landscape might be easier probably.
Anyway fun to play :)

I made a last attempt.The image is much bigger.
Because of the texture please look at it in the actual pixel size to see how it really looks.
By the way i used the "Ray trace everything" option too to get those rough like appearance.

The other one is the standard still unfinished scene without texture to compare.


Title: Re: Rock study
Post by: Dune on November 03, 2015, 06:31:25 AM
Extremely cool, Kadri! So what did you do; use a black white get position in texture, x to scaler + sinus based mask?
Title: Re: Rock study
Post by: Kadri on November 03, 2015, 12:30:06 PM

Thank you Ulco and no...that is your expertise  :D
It is a very basic texture applied with surface layers with slope restrictions.

Not everybody likes those kind of images but i love them.
I tried it before but getting the image scale right is trial and error mostly.
For me at least. And without postwork (the most important was over sharpening) it doesn't look the same.

Below are the textures i used for the two images and one of the original render output (from the last test) if you are curious how the raw render looks.
As you see quite a hard work  ;)



[attachimg=1]                [attachimg=2]     
Title: Re: Rock study
Post by: Kadri on November 03, 2015, 12:54:21 PM

Google for "Franklin Booth" for example guys. I can't stop looking at his work :)
Title: Re: Rock study
Post by: Kadri on November 03, 2015, 01:04:01 PM

Look at this plain beauty for example:

https://s-media-cache-ak0.pinimg.com/736x/81/36/bc/8136bcace3653b5ab25f545fb36cd276.jpg
Title: Re: Rock study
Post by: TheBadger on November 03, 2015, 01:15:57 PM
intaglio is wonderful.
Title: Re: Rock study
Post by: Dune on November 03, 2015, 02:29:22 PM
Oh yes, that's fantastic art!
Title: Re: Rock study
Post by: Oshyan on November 03, 2015, 07:14:21 PM
I love that you're attempting this, and the results are very cool! Ulco, I challenge you to make a procedural version - let's see how the procedural one compares to the image-based textured one. :D

- Oshyan
Title: Re: Rock study
Post by: Hetzen on November 03, 2015, 08:12:45 PM
Get Normal in Texture driving a sine function might be interesting. Remember that sine functions work in radians, ie multiply by 2 pi to get the full 360 degrees. Also sine works from -1 to +1, so factor that in your workings.

Nice work Kadri.
Title: Re: Rock study
Post by: Kadri on November 04, 2015, 12:02:40 AM

Yes i would love to see a procedural approach too. It might look more like the real thing.
Title: Re: Rock study
Post by: Dune on November 04, 2015, 06:33:10 AM
Well, Jon beat me, there you go  ;)
Title: Re: Rock study
Post by: Kadri on November 04, 2015, 08:02:52 AM

Suddenly this came to my mind  :P  ;D

[attachimg=1]
Title: Re: Rock study
Post by: Dune on November 04, 2015, 08:22:24 AM
 ;D
Title: Re: Rock study
Post by: Hetzen on November 04, 2015, 07:56:58 PM
 ;D

When I get some time I'll have a go at this for you.
Title: Re: Rock study
Post by: Kadri on November 04, 2015, 08:02:07 PM

I love you guys  ;D
Title: Re: Rock study
Post by: fleetwood on November 04, 2015, 08:34:37 PM
I had a try at something similar using procedural stretched noise and a color adjust. No environmental light. No GI and colorless atmosphere. As rendered. Camera looking down on some 100 meter fake stones.

And one more pointilistic type very simple with out any noise, just high contrast.

Title: Re: Rock study
Post by: Kadri on November 04, 2015, 08:48:09 PM

Yes it does have potential. The real problem might be to mimic the way the artist uses the strokes-thickness according to slope,distance etc.
Title: Re: Rock study
Post by: AP on November 04, 2015, 09:44:54 PM
Almost like you would need a gradient to control the size according the slope and distance. The gradient would cause the pattern to alter from thick to thin and what ever else is needed. I wonder if there are any current functions that can be of help? A Distance shader and maybe a blend mode in the Merge shader along the Multiply or Subtract affecting your noise and a bit of Colour adjust? Slope could still be a issue though.
Title: Re: Rock study
Post by: fleetwood on November 04, 2015, 10:39:08 PM
Promise I won't horn in on any more in your thread Kadri but I'm Having too much fun. Last ones - A crosshatch effect and a stipple effect.
Maybe Get Altitude can be worked to change line thicknesses.
Title: Re: Rock study
Post by: Kadri on November 04, 2015, 11:27:31 PM
Promise I won't horn in on any more in your thread Kadri...

I said it before don't hesitate to post,i have absolute no problem with it :)

Had no time to look closer at your files. Tomorrow hopefully.
Title: Re: Rock study
Post by: WASasquatch on November 05, 2015, 04:27:00 PM

I had a 2 years or so old file that i used this time.
With lateral displacements i got it much closer to how i wanted the image.
Rene van Megen's use of Lateral displacement made me curious how my file would look.
The far side was bad so i painted it crudely out.Would be just as easy to mask it in Terragen anyway.
This test was only about the general rock structures so there is only two colors for surfaces.
I exaggerated the GISD like Martin (TU) to see the structures better.

This is very cool looking. Totally reminds me of some like African valley rolling into some crazy cliffs. Or maybe Australia.
Title: Re: Rock study
Post by: mhaze on November 05, 2015, 05:27:08 PM
Cool stuff!
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 09:08:24 AM
 :)

Inspired by this thread:
http://www.planetside.co.uk/forums/index.php/topic,21407.msg214886.html#msg214886

That image is great. I think for a modeler the best is to use something like Zbrush, 3DCoat or any other modeler.
But still there are things in Terragen that are easy and fast to use. Like clouds.
Interesting that we see not much use of them. Texturing them can be different or harder maybe,
but you can get different rock shapes much easier like the one below. This is just a quick example.

Title: Re: Rock study
Post by: Dune on April 08, 2016, 09:51:11 AM
Great! Particle system! But it must be slow to render?
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 09:53:52 AM
Great! Particle system! But it must be slow to render?

Ooops! Wasn't clear enough i think Ulco.
That is made from a cloud object (3 local ones actually) in Terragen.
Title: Re: Rock study
Post by: AP on April 08, 2016, 10:08:06 AM
How dense is it? How are you achieving those textures? It looks just like a true solid surface.    8)
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 10:15:14 AM

Same as this:
http://www.planetside.co.uk/forums/index.php/topic,18917.msg204014.html#msg204014
There is another link for an older example file below in that thread.

Just make it dense enough like "1" and use high sharpening values like 80-100.
You can use much different values.
The texture is a camera projected image.

With local clouds the render time isn't slow.
Instead of textures i used powerfractals for the displacement of course.
Title: Re: Rock study
Post by: AP on April 08, 2016, 10:43:36 AM
I had made some cases for sharp clouds near those numbers but never tried such a density. I have yet to try out a camera projected image though. Good stuff. Thank You. I will have to run some experiments soon.
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 10:44:09 AM

This example rendered in 12 minutes.
You can get some harder to do structures as in the right lower parts for free with this cloud-rock aproach.
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 10:45:46 AM
I have yet to try out a camera projected image though...

Other ways work too. Just use what fits.
Title: Re: Rock study
Post by: Dune on April 08, 2016, 12:27:04 PM
I was merely kidding about the particle system, I understood well! Nice effect all the same.
Title: Re: Rock study
Post by: Kadri on April 08, 2016, 12:40:52 PM

 ;D <-- These can help Ulco...mostly at least  :)
Title: Re: Rock study
Post by: Dune on April 08, 2016, 04:06:39 PM
 :D
Title: Re: Rock study
Post by: Kadri on July 29, 2017, 01:03:36 AM

I wanted to make a new image. But got bored from it.
Then i used the scene from page 5 to get a big different rock wall structure for a different scene.
These are some of the tests. Not finished ones of course. But still liked them enough to share here.

All are from the same scene file with small changes here and there.
09 is from two of those scenes merged with displacement setting at "difference".
Tried to render it with less holes and bigger but even a small crop render wasn't half finished after one day.

If i can finish my last image it will be more closer to the last one probably(11).


Title: Re: Rock study
Post by: Kadri on July 29, 2017, 01:06:19 AM

Part two of the above post.

I like 06 too. Nearly was going with it.
Title: Re: Rock study
Post by: Kadri on July 29, 2017, 01:39:32 AM

If anyone is curious here is a screenshot of the node network.
It is more trying this and that so please don't read too much into it.
This is from the final scene i am working on and not seen above (closer to 11) but very similar.
Title: Re: Rock study
Post by: Dune on July 29, 2017, 06:12:04 AM
Some pretty cool effects, Kadri! I like nr. 09 most I think, very unworldly, and probably not very fast to render.
Title: Re: Rock study
Post by: Kadri on July 29, 2017, 10:13:52 AM

I liked it too Ulco and it would be good for a unworldly-fantastic kind of image as you said.
As i wrote above even a small crop with high planet displacement 4 (it still had holes),
render detail 1(this could be lower maybe) and force all edges was too long.
I would need one of the new AMD Rysen 16 cores probably even to render it in 2-4 days.
Maybe 1-2 years later.

But small renders doesn't turn out as you wish when you render them bigger always.
The last image looked too different then the preview or i changed something accidentally.
Still working on it.
Title: Re: Rock study
Post by: Tangled-Universe on July 29, 2017, 12:12:34 PM
I wonder how it looks when you add a compute terrain node after the "ayrinti" node and disconnect the "ayrinti" node's connection to the strata & outcrops shader (the one as a child to the surface layer below).
You probably need to increase the displacement of the "ayrinti" node, since you feed the same amount of displacement into the strata and outcrops shader and add that back again to the main data chain through the surface layer.

The reason I'm wondering this is because of the stretching of the geometry and especially its textures. A compute node at a clever position can improve this stretching.

I really like the colour palette of the 'karst'.
Title: Re: Rock study
Post by: Kadri on July 29, 2017, 01:26:29 PM

I had 2-3 more compute nodes before but as you know the scene gets too long to render so i tried get rid of them so much i can.

With a compute node in that place the kind of blobby look gets more pronounced Martin (with the same parameters at least).
Look at the second file you see below. The camera is a little further back but you can see the difference.

I don't mind stretching in Y but displacement is still too chaotic (that's what you mind too probably).
Still working on it. Appreciate all suggestions.
What i kinda want is a more or less straight high wall with some strata patches like there are parts that are fallen down, if that makes sense.
Title: Re: Rock study
Post by: bobbystahr on July 29, 2017, 01:36:25 PM
Some pretty cool effects, Kadri! I like nr. 09 most I think, very unworldly, and probably not very fast to render.

big agree from me on this No. 09...almost geiger-esque
Title: Re: Rock study
Post by: fleetwood on July 29, 2017, 01:37:32 PM
9,10,11 getting really interesting - keep going. :)
Title: Re: Rock study
Post by: zaxxon on July 29, 2017, 01:48:57 PM
Some really fine results Kadri! Thanks for sharing the set-ups. 10 and 11 are the ones that truly grabbed my attention. TG's displacement tools used with skill and understanding are capable of almost photogrametric quality. I'm amazed.
Title: Re: Rock study
Post by: bobbystahr on July 29, 2017, 01:52:59 PM
Some really fine results Kadri! Thanks for sharing the set-ups. 10 and 11 are the ones that truly grabbed my attention. TG's displacement tools used with skill and understanding are capable of almost photogrametric quality. I'm amazed.

Indeed they are Doug...sitting here mind blown yet again...twixt Kadri and Rene I'm totally intimidated TG wise
Title: Re: Rock study
Post by: Kadri on July 29, 2017, 02:11:45 PM

Thanks all.
Another test. Changed only the last surface layer child nodes.
There are some interesting parts but still not what i want.
Title: Re: Rock study
Post by: Dragonfire on July 30, 2017, 06:11:38 AM
Looks great your study!
Title: Re: Rock study
Post by: Kadri on July 30, 2017, 11:06:19 AM

Thanks.

I added 1(or 2 ?) compute nodes and some warp nodes etc. and the render time got very long suddenly.
Render is at 14 hours now. Not surprised of course. Really wish a monster computer with tests like these.
I am nearly bored on this scene just because of this.

There are ones again some nice looking and nasty parts as it looks for now.
It is at the last row. Will post it here when finished
Title: Re: Rock study
Post by: Kadri on July 30, 2017, 02:24:25 PM

As am am waiting for the render i remembered the rock object that i used here:
http://www.planetside.co.uk/forums/index.php/topic,20351.msg201982.html#msg201982

Probably only for limited use but maybe you could make more out of it.
If Matt could make this object more square and the shattering a little more controllable maybe it would look good on walls...
Of course prepared square rock object (or any kind) could be used with population too.
But a procedural shattering,breaking kind of object would be easier to use i think.

The last one remembered me about some of the Mars rocks with horizontal-strata kind rock parts.
Title: Re: Rock study
Post by: Kadri on July 30, 2017, 08:19:15 PM

I used a very small amount of warp amount -0.5 with small scale 1 in the last two warp nodes.
One of them has a scale of 0.5.

The tests are about that last Compute node and those 2 Warp nodes of the last image you see below.

Subjective i think but i kinda liked the negative warped ones (like in the image).
But the displacement is already too busy probably.

Anyway... I think i will try to use this one with a different POV and mostly the left side with just a little less displacement.
Title: Re: Rock study
Post by: Dragonfire on July 31, 2017, 05:49:20 AM
I just look back on new fascinating studies of you, class Kadri!

Thanks for sharing the nodes, there are many surreal works that come to my mind :)
Title: Re: Rock study
Post by: Dune on July 31, 2017, 05:50:46 AM
Interesting experiments, Kadri. Long rendertimes also put me off, so I try to use as little compute terrains as possible, preferably none. I've been testing redirect and vector displacement mixes instead, but for nice lateral displacements you are bound to have at least one compute normal or compute terrain. If they are in the early parts, they will not cost as much as later in line.
Title: Re: Rock study
Post by: mhaze on July 31, 2017, 11:16:39 AM
Nice rocks - it's amazing the effect of the fractal warp shaders - I try to use them sparingly.
Title: Re: Rock study
Post by: Kadri on July 31, 2017, 11:44:55 AM

Thanks Guys.

Ulco i forget about the above-below part time difference of the compute nodes.
Thanks for reminding. Just curious how much difference really is there. Might do a test today maybe.
Title: Re: Rock study
Post by: Danny on July 31, 2017, 04:40:33 PM
Nice experiments kadri.
Title: Re: Rock study
Post by: Kadri on July 31, 2017, 04:55:22 PM

Thanks Danny.

Made just another test.
Don't care about the final image right now. Just full in test mode and having fun (get rid of some nodes :) ).

The file name says it all below.
Scale is 5, Warp amount -0.2, variation 1.5 and roughness 1.2 in the upper Warp node this time.

Still too much of course but i like the possibility in it.

Curious what negative warp amount does.
It isn't just bending the polygon from right to left for example as it looks.
And using the same amount (was 5 before mostly) gets a mess.Playing with small negative amounts is safer as it looks.

Going closer is another thing of course :)
Title: Re: Rock study
Post by: Kadri on July 31, 2017, 04:58:48 PM

Render time is bad of course this small render took 40 minutes.
The render engine looks like it is rendering many parts that are not seen at the end.
Title: Re: Rock study
Post by: Kadri on July 31, 2017, 06:00:38 PM

Got curious and changed the warp amount only to positive and rendered the same scene.
Took 23 minutes.

But...really was surprised of the high displacement amount that i couldn't see in the 3D preview before.
Hadn't waited for it to finish and even then it is only as you see below. .
Have to lower it much more.
Title: Re: Rock study
Post by: Kadri on July 31, 2017, 08:16:41 PM

I get rid of more nodes (that is all of them you see).
No negative number in the warp shader.
25 minutes (with 7 cores).
Title: Re: Rock study
Post by: Kadri on August 16, 2017, 03:26:28 PM

Still playing with those similar node setups.

The first one was a quick test with a population of the rock object. Not sure if more work would help.

The last ones are more interesting to me.

Unfortunately as you know using this in another scene is another story.
Title: Re: Rock study
Post by: Kadri on August 16, 2017, 03:28:22 PM

Part two. Couldn't upload this above:
Title: Re: Rock study
Post by: Oshyan on August 20, 2017, 06:31:45 PM
Some very interesting and cool results in there. I like the stone population test a lot actually. Curious to see if you find ways to use some of these in an actual scene...

- Oshyan
Title: Re: Rock study
Post by: Kadri on August 20, 2017, 08:43:02 PM
Some very interesting and cool results in there. I like the stone population test a lot actually. Curious to see if you find ways to use some of these in an actual scene...

- Oshyan

Thanks Oshyan.
Still testing. I will look into populations later ones again probably.

There is i think a way to make strata a little different and easier-vertical ones especially.
But still working on it and not sure it will work as i want.
If i can it get to work i might share it later.
Curious what others,especially the blue node users could do with it.
Title: Re: Rock study
Post by: Dune on August 21, 2017, 06:22:27 AM
Kadri, try using the displacement to scalar after some displacements and strata, then warp and rotate mixes..... and use to displace.
Title: Re: Rock study
Post by: Kadri on August 22, 2017, 11:50:56 AM
Kadri, try using the displacement to scalar after some displacements and strata, then warp and rotate mixes..... and use to displace.

Thanks Ulco. I had not much luck in that way. Worth another go later.

But what i used doesn't involve any strata node (some scenes before had strata nodes but that was different) and in general it is very easy.
A basic setup at least.
Hard part is to make it look nice.
Testing since 1 month with nearly the same nodes (It is amazing how many different looks you can get with so few nodes).
I am right now sick of those many tests.

I am just rendering two different scenes of the basic setup.
It looks more suited for far away stuff at first, but i will share it and see what you all can add to this.


Title: Re: Rock study
Post by: Kadri on August 22, 2017, 10:30:10 PM

Just posted some basic files here:
http://www.planetside.co.uk/forums/index.php/topic,4484.msg237989.html#msg237989

Now it's time to work on the actual image.
Title: Re: Rock study
Post by: luvsmuzik on August 23, 2017, 01:01:28 PM
Thanks for those shares Kadri. Something to explore for sure!
Title: Re: Rock study
Post by: Kadri on August 24, 2017, 04:10:47 AM
Thanks for those shares Kadri. Something to explore for sure!

:)


This image isn't a test any more, but a WIP.
Very close to the final at last. I will maybe move the POV a little more to the left side.
 
Title: Re: Rock study
Post by: Oshyan on August 24, 2017, 09:13:05 PM
I like it very much, though hopefully you have plans for the plain ground to change. This image reminds me a lot of some recent images from Iceland I saw of a very cool basalt formation.

- Oshyan
Title: Re: Rock study
Post by: Kadri on August 25, 2017, 12:37:38 AM
I like it very much, though hopefully you have plans for the plain ground to change. This image reminds me a lot of some recent images from Iceland I saw of a very cool basalt formation.

- Oshyan

Thanks Oshyan.
The ground will be water probably. Have to do some objects for the scene.
Still a lot to do.
Title: Re: Rock study
Post by: Kadri on August 25, 2017, 12:54:17 AM
This image reminds me a lot of some recent images from Iceland I saw of a very cool basalt formation.
- Oshyan

Which one, by the way Oshyan?
Title: Re: Rock study
Post by: Oshyan on August 25, 2017, 08:30:57 PM
https://www.dpreview.com/news/5372834521/capturing-the-cape-a-beautiful-piece-of-iceland-you-probably-haven-t-seen

- Oshyan
Title: Re: Rock study
Post by: Kadri on August 26, 2017, 02:22:33 AM

Thanks. That looks otherworldly 
Title: Re: Rock study
Post by: Kadri on September 02, 2017, 10:40:37 PM

It might not look like much to you i don't know, but i wanted to do such a rock wall since years.
I am still playing with it is not finished.
Title: Re: Rock study
Post by: Dune on September 03, 2017, 06:00:01 AM
It's kind of mesmerizing.
Title: Re: Rock study
Post by: bobbystahr on September 03, 2017, 06:12:15 AM
It's kind of mesmerizing.

indeed, that's the word I was missing...
Title: Re: Rock study
Post by: Dragonfire on September 03, 2017, 03:28:19 PM
I see the works of a master awesomely .....
Title: Re: Rock study
Post by: luvsmuzik on September 03, 2017, 08:39:05 PM
Excellent!
Title: Re: Rock study
Post by: Kadri on September 06, 2017, 11:39:12 PM
Thanks all.

Still working on it. I had a problem with texturing.
Nothing works as i like. Maybe my fault or a bug because of the specific use and-or diplacements etc.
So i exported the wall and imported as an object again (the image is without a texture).



Title: Re: Rock study
Post by: luvsmuzik on September 07, 2017, 03:10:41 PM
I have not researched this yet, but has anyone come up with the nodes for cedar type shingles? This is what I am thinking when I look at this latest test. Awesome by the way!
Title: Re: Rock study
Post by: Danny on September 07, 2017, 04:39:10 PM
Nice work on this kadri
Title: Re: Rock study
Post by: Kadri on September 21, 2017, 04:16:00 AM

Wanted to see how the last wall would animate. No postwork except a little contrast.
I think this is the last one from this rock test phase.
Now up to make some images from these tests.

It is a 1 mb GIF file and one example from the first and last image
Title: Re: Rock study
Post by: Dune on September 21, 2017, 06:07:44 AM
Cracking effect.
Title: Re: Rock study
Post by: Kadri on September 21, 2017, 03:00:10 PM

Thanks.

This just finished. One is still rendering.

It is a 3 mb GIF file.

Title: Re: Rock study
Post by: Dune on September 21, 2017, 05:11:15 PM
Pretty weird effect. What will you use this for?
Title: Re: Rock study
Post by: bobbystahr on September 21, 2017, 08:13:43 PM
Agree w/Ulco....tres weird effect.
Title: Re: Rock study
Post by: Hannes on September 21, 2017, 08:39:55 PM
Indeed weird. But cool...
Title: Re: Rock study
Post by: Kadri on September 22, 2017, 01:35:13 AM

:)

I have nothing particular in my mind for now.
When i saw many different rock formations lately while searching i was just curious how an animation would look like with that settings.

I came across this link and then googled for the names that i found there. Be careful it is a huge time trap :)
http://www.ranker.com/list/a-guide-to-the-geological-formations-around-you/analise.dubner

Stopped the last renders. The renders didn't look interesting in motion. That's all for now.
Title: Re: Rock study
Post by: Dune on September 22, 2017, 06:54:38 AM
Interesting, saved it as pdf.
Title: Re: Rock study
Post by: bobbystahr on September 23, 2017, 08:09:39 AM
Brilliant resource. I bookmarked it as I can always view it on this box whilst I work on the workstation 90 degrees counter clock wise.
Title: Re: Rock study
Post by: Kadri on March 24, 2018, 02:24:41 AM

I wanted to participate in the cliff contest but 2 months ago i lost my mother,
aunt and grandfather all within 4 days and lost all my interest.
I got retired too. Working as a teacher just wasn't what i want to do any more.

I had an image in my mind already then and played with some scenes, settings.
But i doubt that i can make anything good until the deadline.

Just some tests as you see. Some of the images are based on the sinkhole-tower file that i shared already.
I am working lately on a different version of the last image more seriously.

Title: Re: Rock study
Post by: WASasquatch on March 24, 2018, 03:00:02 AM

I wanted to participate in the cliff contest but 2 months ago i lost my mother,
aunt and grandfather all within 4 days and lost all my interest.
I got retired too. Working as a teacher just wasn't what i want to do any more.

I had an image in my mind already then and played with some scenes, settings.
But i doubt that i can make anything good until the deadline.

Just some tests as you see. Some of the images are based on the sinkhole-tower file that i shared already.
I am working lately on a different version of the last image more seriously.

02.jpg, second frame, shows my frustration with making straight blocking cracks. The inversion or doubling up is annoying. I've tried to smooth it out and get them to connect but just can't figure it out.
Title: Re: Rock study
Post by: Dune on March 24, 2018, 05:40:09 AM
My sincere condolences, Kadri! I missed you actually and sometimes wondered what kept you away. Good of you to retire if you have no fun in your work anymore and it's financially viable. I do hope you get renewed interest in TG again, your work has always been fascinating.

Good luck with the contest, you still have some time.
Title: Re: Rock study
Post by: Kadri on March 24, 2018, 06:43:30 AM

Thank you Ulco. Will see if i can make anything good until then.
If i think i can make something decent i will make a WIP in that section (there are already great images that are hard to beat).

WASasquatch i am not sure if you mean this but except stretching the powerfractals
with very high numbers in one axis i don't know what to do other then to use an image map.

The GIF animation below stretches one axis from 1 to 500 and even that is too low as you see (lower left side shows it best).
You need higher values.
I used much higher numbers for the big image.
The broken parts are mostly because of the planet displacement tolerance and can be made better with higher settings mostly too.

Title: Re: Rock study
Post by: WASasquatch on March 24, 2018, 08:02:41 AM

Thank you Ulco. Will see if i can anything good until then.
If i think i can make something decent i will make a WIP in that section (there are already great images that are hard to beat).

WASasquatch i am not sure if you mean this but except stretching the powerfractals
with very high numbers in one axis i don't know what to do other then to use an image map.

The GIF animation below stretches one axis from 1 to 500 and even that is too low as you see (lower left side shows it best).
You need higher values.
I used much higher numbers for the big image.
The broken parts are mostly because of the planet displacement tolerance and can be made better with higher settings mostly too.

Yeah that exactly what I mean. I've been just trying to do that blocking stone lateral displacement for some time and just never can get it.

Image for reference.
(https://thumb9.shutterstock.com/display_pic_with_logo/2855167/688996555/stock-photo-sandstone-cliffs-along-the-king-george-river-kimberley-australia-688996555.jpg)
Title: Re: Rock study
Post by: Hannes on March 24, 2018, 10:02:15 AM
First of all, my condolences for your losses. I can imagine that this changes a lot.

But it's good to hear from you again. Your sinkhole file is one of the most versatile files to me personally. My entry (actually all of my candidates) for the cliff contest is (are) based on your file.
Thanks again!!
Your work is always inspiring, and I like the things you develop.
Title: Re: Rock study
Post by: Kadri on March 24, 2018, 12:31:56 PM

Thanks Hannes  :)
Title: Re: Rock study
Post by: Hetzen on March 24, 2018, 01:23:46 PM
Sorry to hear that Kadri. It's tough losing anyone but two so close... :(

I think you've got some good formations. You're not far from a close in crop already.
Title: Re: Rock study
Post by: bobbystahr on March 24, 2018, 02:59:54 PM
My sincere condolences as well Kadri, when trouble comes in 3's like that it can be debilitating. I lost 3 close friends over a 2 month period last year and although they weren't blood they were music family and I miss them more than family still so I totally get not wanting to do anything in the wake of such sadness....but welcome back to this part of your extended family...
Title: Re: Rock study
Post by: Dragonfire on March 24, 2018, 04:18:49 PM
my sincere condolences and a lot of energy for the future.


I have also withdrawn from many groups and forums because two weeks ago my father died after my mother and I have no energy for competition.

I wish you a nice weekend and look forward to new works by you, even if I do not write, I look at everything.
Title: Re: Rock study
Post by: Dune on March 24, 2018, 04:42:15 PM
My condolonces to you too, Dragonfire.
Title: Re: Rock study
Post by: Dragonfire on March 24, 2018, 05:06:13 PM
My condolonces to you too, Dragonfire.

Thanks my friend!
Title: Re: Rock study
Post by: archonforest on March 24, 2018, 05:07:12 PM
My sincere condolences, Kadri.
Happy that you are back here. :)
Title: Re: Rock study
Post by: luvsmuzik on March 24, 2018, 05:27:40 PM
We have much in common. I lost my mother in early November after 91 years of a great life. I have been her caregiver for over 10 years. Terragen experiments were things I liked to share with her, transferring images to television so she could see. She was a creative person in many ways responsible for my doodling.

So many of my promises to these forums fell short sometimes, not for lack of wanting to finish a project, but as with illness, changes.....

It is a hard loss for you I know very well. You have my heart-felt compassion.
Title: Re: Rock study
Post by: j meyer on March 24, 2018, 05:43:34 PM
That's tough. My condolences.
Good to see you are creative again.
Title: Re: Rock study
Post by: Jo Kariboo on March 24, 2018, 05:54:18 PM
My sincere condolences, the loss of a loved one is often difficult to pass.
I am happy to see your new pictures!
Title: Re: Rock study
Post by: Kadri on March 24, 2018, 09:37:16 PM
Thanks all and condolence to you too who have lost loved ones.

... and look forward to new works by you, even if I do not write, I look at everything.
This was more or less the emotional state i was in the past months.
It is the people you love, like and think they will be always be with you, but you can loose in just a moment unfortunately, that is the most important thing in life probably.
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 04:16:47 PM

I am working on a different image based on my Cliff Contest entry.
There are 2 branches where i used a merge node with the add option.
I was curious which value (from 0.01 to 1) would have better looking structures and rendered a crop of 100 frames.
Not realistic changes of course, but still i like these kind of videos.
Wish i could render this bigger. Took more then 15 hours.
It is a 2.6 Mb GIF file.
Title: Re: Rock study
Post by: Oshyan on April 23, 2018, 09:50:36 PM
Very cool animation! Reminds me of work Matt did years and years ago for The Time Machine movie. Could easily be a time-lapse (1000s of years) sequence of erosion of a cliff. :D

- Oshyan
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 09:56:39 PM
... Reminds me of work Matt did years and years ago for The Time Machine movie. Could easily be a time-lapse (1000s of years) sequence of erosion of a cliff. :D
...

I love that sequence. Actually that is probably the most i remember about that movie :)
Title: Re: Rock study
Post by: Matt on April 23, 2018, 10:30:28 PM
I can't take credit for how the rocks animated.. I was only responsible for the shaders, which were mostly just colouration and small displacement details which had to respond to whatever the geometry was doing. It was a bit of a nightmare to be honest!

Matt
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 10:40:38 PM
...
It was a bit of a nightmare to be honest!
...

I remember a little about the problems you wrote in an older thread.

While you are here can you say anything about the population bug-problem Matt?
Title: Re: Rock study
Post by: WASasquatch on April 23, 2018, 11:01:46 PM
Very cool animation! Reminds me of work Matt did years and years ago for The Time Machine movie. Could easily be a time-lapse (1000s of years) sequence of erosion of a cliff. :D

- Oshyan

Knew it. Lol Man I love Terragen. Really do. Also love that movie despite it's bad reception, but I was young when I first saw it.


I am working on a different image based on my Cliff Contest entry.
There are 2 branches where i used a merge node with the add option.
I was curious which value (from 0.01 to 1) would have better looking structures and rendered a crop of 100 frames.
Not realistic changes of course, but still i like these kind of videos.
Wish i could render this bigger. Took more then 15 hours.
It is a 2.6 Mb GIF file.

This really does help you give an idea of what all the variations will be like when merging. I assume this is the mixing of the merge shader or displacement?
Title: Re: Rock study
Post by: Matt on April 23, 2018, 11:02:05 PM
Which population problem? I'm sorry I haven't been able to follow the entire thread.

Matt
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 11:04:49 PM
Which population problem? I'm sorry I haven't been able to follow the entire thread.

Matt

No problem. This one:
https://planetside.co.uk/forums/index.php/topic,24326.msg246986.html#msg246986
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 11:11:18 PM
... I assume this is the mixing of the merge shader or displacement?

It is the "Mix to A" in the Merge node "Mix control" tab.
Yes good to see the options. But it can be misleading too with that kind of crop rendering.
The whole image looked too chaotic and i choose another frame actually in the end :)
Title: Re: Rock study
Post by: Matt on April 23, 2018, 11:12:28 PM
No problem. This one:
https://planetside.co.uk/forums/index.php/topic,24326.msg246986.html#msg246986

It's probably the same bug we have recorded in our issue tracker, but I don't have a fix for it yet.

Matt
Title: Re: Rock study
Post by: Kadri on April 23, 2018, 11:17:54 PM

Thanks Matt. With standard objects like trees etc. on ground it isn't a problem.
But anything you need rotated it is a deal breaker mostly unfortunately.