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General => Image Sharing => Topic started by: Dune on May 04, 2018, 01:42:54 AM

Title: Glacier
Post by: Dune on May 04, 2018, 01:42:54 AM
Very early WIP of a glacier. This time not a neat straight one, but crumbling and disorderly. Lots of things still lok awfull, also the whole layout. I used one of the maps I made from Daniil's erosion shader again for the flows.
Title: Re: Glacier
Post by: Hannes on May 04, 2018, 04:39:24 AM
The BW image looks even more impressive.
Title: Re: Glacier
Post by: luvsmuzik on May 04, 2018, 08:01:22 AM
Just another day at the beach. ;D
Title: Re: Glacier
Post by: WAS on May 04, 2018, 02:39:15 PM
Impressive. I've been meaning to try and tackle glacier but always get side tracked. Is there translucency going on or just reflection?
Title: Re: Glacier
Post by: Dune on May 05, 2018, 02:10:58 AM
There's both.

Update. I still need to find out how rugged and distorted the terrain was in a flat country like ours, so this might be very off.
Title: Re: Glacier
Post by: WAS on May 05, 2018, 04:50:34 AM
Wow, this is great work. Very inspirational. I may have to actually give this a go once I shake this atmospheric addiction I got going on.
Title: Re: Glacier
Post by: Hannes on May 05, 2018, 05:36:15 AM
Beautiful! And once again I desperately miss subsurface scattering.
Title: Re: Glacier
Post by: Dune on May 05, 2018, 05:39:35 AM
Perhaps I can put this all in a glass shader..... ;) Or (more seriously) perhaps some PF masked extra subtle glow can help. I did add extra darkening and Lambert translucency (both bluish) to the cracks, but a bit too subtle I think. The effect is easily overdone.
Title: Re: Glacier
Post by: Kadri on May 05, 2018, 05:57:42 AM

Nice work Ulco.
Title: Re: Glacier
Post by: Dune on May 07, 2018, 01:23:42 AM
Rougher terrain, and some more green in the ice. But the cracks are a bit too regular, I'll have to change that. I also added some big fake stones, but they are not working very well everywhere.
Title: Re: Glacier
Post by: N-drju on May 07, 2018, 01:59:43 AM
Watch out for Scrat Ulco. :P
Title: Re: Glacier
Post by: Dune on May 07, 2018, 06:37:52 AM
He's been flushed  ;)
Title: Re: Glacier
Post by: WAS on May 07, 2018, 03:12:14 PM
This is starting to look so amazing! Great work! I could see this in some sort of early-human scene.

Though there is one thing I'd point out. You have mud flows in your scene, but there are no mountains for the mud to run from down, and on-top of the glacier! :O Also, these flows, are vertical, along the length and slopes of the glacier, not horizontal. The second image, which has the most heavy debris, was from a landslide.
Title: Re: Glacier
Post by: Dune on May 08, 2018, 03:13:46 AM
Thanks for your input WAS. It is indeed to be used as early human illustration, hence the (temporary) lone ranger. I guess you are referring to the rubble 'strata', and you may have a point. I don't actually know if the glaciers from the ice age would have dirt in these broken up layers. The ice would have come over thousands of years over thousands of kilometers from Scandinavia, growing by motion and snow. Debris from Scandinavia would have come with it (we still find the rocks in agricultural fields), but I'm not sure if this dirt would have been layered. So, good point, I will research more....
Title: Re: Glacier
Post by: WAS on May 08, 2018, 03:54:58 AM
Quote from: Dune on May 08, 2018, 03:13:46 AM
Thanks for your input WAS. It is indeed to be used as early human illustration, hence the (temporary) lone ranger. I guess you are referring to the rubble 'strata', and you may have a point. I don't actually know if the glaciers from the ice age would have dirt in these broken up layers. The ice would have come over thousands of years over thousands of kilometers from Scandinavia, growing by motion and snow. Debris from Scandinavia would have come with it (we still find the rocks in agricultural fields), but I'm not sure if this dirt would have been layered. So, good point, I will research more....

I think it is highly possible "layers" of debris would be possibly lifted into fractures that open, and basically "scoop" up the floor as the glacier moves. I live in WA, Puget Sound, which was formed via Glacier, there are huge boulders and rocks littered everywhere, there's a place (that I can't remember the name of) that has a boulder with a plaque about it being from igneous rock the Kluane region in Canada... near Alaska, about 1,000 miles away. However, these boulders are predominately moved by rolling below the glaciers, literally pushed by the glaciers. This is also how we get large fractured (or in pieces) boulders that never fell. They broke from being lodged while having tremendous forces behind them.

I like to search a lot about things I'm designing, and I've been starting to plan for a glacier, and have done studies on it in school. Mostly mandatory.
Title: Re: Glacier
Post by: Dune on May 08, 2018, 04:11:29 AM
The scooping up sounds very plausible. I'll ask around a bit. Thanks again.
Title: Re: Glacier
Post by: Dune on May 08, 2018, 11:22:26 AM
Moved the cam (and noticed some unrendered/strange areas, so I have to change displ. tolerance). Streams are not like they should be, but the main view has to be from below anyway.
Title: Re: Glacier
Post by: luvsmuzik on May 08, 2018, 11:50:38 AM
You know I wondered about this....
Have you tried a transform input  rotation before masking yet? It seems like any other type of map that would (should) be possible. It is also possible as glacier retreats it leaves a mound, hill, mountain that would in time form streams opposite of what you would think. I am thinking of theory of how our Great Lakes and flood planes were formed.
Title: Re: Glacier
Post by: WAS on May 08, 2018, 03:00:25 PM
What unrendered areas? I don't see them. Do you mean the hard shadows created by your stones on the ground? On the glacier I just see your gray layer which has gone deep and dark due to the blues and shadows as well.
Title: Re: Glacier
Post by: Dune on May 09, 2018, 01:31:33 AM
There's no need to rotate the map on this occasion, but I use rotation by transform all the time. And I know there's often a huge terminal moraine (also maybe blocking streams, so they have to run perpendicular to the glacier for a while), but you could say that this glacier has retreated a lot yet, so that moraine is way to the left. There are also drumlins, circular pools and other specialties, but I have to talk to the people involved what's needed in this case.

See red arrows.
Title: Re: Glacier
Post by: WAS on May 09, 2018, 03:51:44 AM
Quote from: Dune on May 09, 2018, 01:31:33 AM
There's no need to rotate the map on this occasion, but I use rotation by transform all the time. And I know there's often a huge terminal moraine (also maybe blocking streams, so they have to run perpendicular to the glacier for a while), but you could say that this glacier has retreated a lot yet, so that moraine is way to the left. There are also drumlins, circular pools and other specialties, but I have to talk to the people involved what's needed in this case.

See red arrows.

Oh wow I see them now! Those are... odd. Little different from the normal exploded terrain, or holes.

This is still coming along very nicely. And I really enjoy that I was able to pickup the meaning behind the scene being "early human". Would say that means you are masterful in conveying your scenes meaning.
Title: Re: Glacier
Post by: DocCharly65 on May 09, 2018, 04:52:18 AM
Very impressive, Ulco.
Looks very convincing.

Very odd these unrendered areas. Are they always there at the same place also with different camera angles/positions?
Title: Re: Glacier
Post by: René on May 09, 2018, 04:54:00 AM
The new camera angle adds so much more drama and interest. The disadvantage is that at first glance it is less clear that it is a glacier, but I personally wouldn' t mind about that.
Maybe a bit of subsurface scattering wouldn' t be out of place. :)
Title: Re: Glacier
Post by: Oshyan on May 09, 2018, 04:42:47 PM
Have you tried increasing the Displacement Tolerance Ulco?

- Oshyan
Title: Re: Glacier
Post by: Dune on May 10, 2018, 01:25:31 AM
Not yet, busy with something else, but I'll try today.

EDIT: Just tried 1.2, and that did it.
Title: Re: Glacier
Post by: WAS on May 10, 2018, 02:13:29 AM
Quote from: Dune on May 10, 2018, 01:25:31 AM
Not yet, busy with something else, but I'll try today.

EDIT: Just tried 1.2, and that did it.

Phew. Glad that was an easy fix for you. Can't wait to see more from this.

I had an idea for some glaciers myself using two objects, planet, well, for planet, and a sphere at planet scale for the glaciers and transparencies and just mask it in. Also wanted to try warping the glacier "along the terrain" between two mountains if possible. You've given me a lot of inspiration!
Title: Re: Glacier
Post by: Dune on May 10, 2018, 02:57:03 AM
Should be feasible (though you'd have a very distinct, well... distinction between glacier and rock. If you use colors for heights, you could also use a line off that to get the glacier, though that may be a bit harder). Looking forward to your work.
Title: Re: Glacier
Post by: Dune on May 11, 2018, 02:31:26 AM
I did a little experiment by mixing the line of the glacier with a glass shader (with some density colors to fake SSS, sort of), but it takes hours and is not what I expected.
Title: Re: Glacier
Post by: mhaze on May 11, 2018, 09:50:58 AM
Still it really looks good!
Title: Re: Glacier
Post by: Dune on May 27, 2018, 10:56:22 AM
Let's have another one.
Title: Re: Glacier
Post by: SILENCER on May 27, 2018, 11:57:11 AM
Water runoff looks fabulous
Title: Re: Glacier
Post by: WAS on May 27, 2018, 01:02:09 PM
Quote from: Dune on May 27, 2018, 10:56:22 AM
Let's have another one.

Those sandbars look really nice. Is that with rivers mode or painted?
Title: Re: Glacier
Post by: archonforest on May 27, 2018, 03:51:50 PM
kind of game of thrones....the north wall :D
Title: Re: Glacier
Post by: DocCharly65 on May 27, 2018, 11:00:30 PM
Quote from: archonforest on May 27, 2018, 03:51:50 PM
kind of game of thrones....the north wall :D

Dito!
Great render :)
Title: Re: Glacier
Post by: zaxxon on May 27, 2018, 11:07:29 PM
Spectacular!
Title: Re: Glacier
Post by: Dune on May 28, 2018, 01:33:28 AM
Thanks guys. The glacier is 1k high and quite a distance away (around 100k I think). I'm doing a series of things, but needed to find out whether an ice age sheet would be visible from a certain area. Not, I'm afraid, so this is for fun. As soon as the sheet of max 1k high is further than 300k away, it's pretty invisible. So there goes my 'romantic'  idea to visualize what I wanted.
The rivers I made beforehand (Daniil's shader indeed + ortho render rivers illuminated on a black surface), as that's lower on MB's than keeping an erosion file, and I could work on them a litttle in PS, and make a soft 'off river' map for the rises. Distinction between gravel banks and rivers is by color adjust from the river map.
Title: Re: Glacier
Post by: WAS on May 28, 2018, 01:45:42 PM
Quote from: Dune on May 28, 2018, 01:33:28 AM
Thanks guys. The glacier is 1k high and quite a distance away (around 100k I think). I'm doing a series of things, but needed to find out whether an ice age sheet would be visible from a certain area. Not, I'm afraid, so this is for fun. As soon as the sheet of max 1k high is further than 300k away, it's pretty invisible. So there goes my 'romantic'  idea to visualize what I wanted.
The rivers I made beforehand (Daniil's shader indeed + ortho render rivers illuminated on a black surface), as that's lower on MB's than keeping an erosion file, and I could work on them a litttle in PS, and make a soft 'off river' map for the rises. Distinction between gravel banks and rivers is by color adjust from the river map.

I had an idea it may have been more of a "Map" or "Texture" by the look of the sandbars and rises. Wish I had access to the ortho to do stuff like that.
Title: Re: Glacier
Post by: Dune on May 29, 2018, 01:20:12 AM
You can point a normal camera down from way up high with appropriate angles.
Title: Re: Glacier
Post by: Kadri on May 29, 2018, 06:33:11 AM

Looks great Ulco.
A little crop with more space centred around the left side looks even more good to my eye.
Title: Re: Glacier
Post by: bobbystahr on May 29, 2018, 10:22:02 AM
Quote from: Dune on May 11, 2018, 02:31:26 AM
I did a little experiment by mixing the line of the glacier with a glass shader (with some density colors to fake SSS, sort of), but it takes hours and is not what I expected.

Have you tried Hannes' Ice and Snow preset from his collection?
Title: Re: Glacier
Post by: Hannes on May 29, 2018, 01:45:17 PM
I'm not quite sure, if this works for terrains. But there's only one way to find out... ;)
Title: Re: Glacier
Post by: bobbystahr on May 29, 2018, 05:04:35 PM
Quote from: Hannes on May 29, 2018, 01:45:17 PM
I'm not quite sure, if this works for terrains. But there's only one way to find out... ;)

hadn't considered that
Title: Re: Glacier
Post by: Dune on May 30, 2018, 01:40:24 AM
No, I have all Hannes' stuff, but never had a look at it (sorry). I might try it, but glacier is out of the question for this series now, so I'll concentrate on other things.