I've read Martin's excellent pdf about the cloud functions and wanted to have a more serious play with them. I made a crater in WM, saved as both ter and bmp, used the latter as base for the altitude offset. Here are two iterations.
super work, I love the terrain details also!
Keep working on the first. I has a better POV I think.
I also like the first one!
Wow, the clouds are nice, but I love the beautiful work you've done with the procedural shading! I'd love to know your method for getting the amazing patterns of lighter sandy soil through your terrain! Those little swirls and veins look so natural and overall a very nice scene!
The surfacing is amazing, Ulco! Absolutely great!
Thanks guys. It was just playing with extremes I guess; the sandy shader is an unclamped ridged one sized 10/1000/1, with a bit more contrast and slided a little towards the black. Noise buoyancy (whatever that really means) was 2, the variation -2, and a bit of warp. For the downward displacement of this pattern I included a color adjust shader with both black and white point upped. I also smoothed this layer I think.
I never actually thought about the variation, buoyancy, and clumping, never tested what it really did... more to do.
I cant seem to work this out,
Would you be able to give a little bit of a walkthrough for the technique?
Thanks in advanced :)
Better than that...
Nice studies. I was also fascinated by the sandy and green textures. So "what floating.point said". Thank you very much for sharing the tgc!!
Oh fantastic, Thanks for that! what a champion, I cant wait to open this up and have a look inside