A simple fractal terrain with strata and outcrops including two fake stones - one at 25 scale; the other at 12; each with a power fractal for color. Over the base of the terrain includes dandelO's fake stones. The composition depicts milky Quartz outcrops; which worldwide, is the most plentiful mineral. Three mountain areas near my home contain such outcrops at their summit. These can be seen below:
• http://www.gemland.com/sierra.htm
• http://www.azhikinggallery.com/galleryintro.asp?galleryid=QuartzPeak_013109
• http://www.sangres.com/arizona/blm/sierraestrella.htm
• http://www.arizonahiking.org/quartztrail.htm
All vegetation models used here were created by Walli and are available at NWDA.
nice grass clumps!!
great lighting, Bob, I love it!
Well done. I have only seen quartzite from a sample in geology class. You have done well shading it. It's not the easiest mineral to represent without subsurface scattering.
Really great image,
although to me the rock looks somehow sedimentary.
I think that impression comes from the smaller fakestones which at some places look as if they where embedded in the rock, likein some conglomerate.
But geological questions aside, great realism!
Best Regards,
Jan
lovely lighting and details as ever Bob, excellent!
From your reference photos it would seem you'd have to lighten up your outcrops. They are very milky, sometimes with some dark voronoi veins. Why not use a water shader with high (10) volume density (whitish)...
Quote from: Dune on January 16, 2011, 03:50:15 AM
From your reference photos it would seem you'd have to lighten up your outcrops. They are very milky, sometimes with some dark voronoi veins. Why not use a water shader with high (10) volume density (whitish)...
Thank you all for visiting.
I tried some various ways to achieve some voronoi veins unsuccessfully - maybe not connecting the nodes properly. I like the water shader idea and will try it on the next iteration where I'm changing the POV.
Tried the water shader and it looks good. Still messing with the voronoi; but, no results yet.
Perhaps a default shader with some luminosity and translucency will also work, and be faster to render.
Thanks Ulco, would you have any suggestions regarding the 'voronoi' application? I have a few different clip files and tried the 'voronoi fractalized' clip file connecting it to a number of different places with no results.
Hi Bob,
Another nice rendering...
A couple of weeks ago I started working on color in fractalized voronoi, I saw this thread and thought this might be of some help. Please don't mind this extremely poor rendering but this should give you some help.
Take a look at the functions, hopfuly they will make some sense, if not please let me know.
Glen
Quote from: glen5700 on January 17, 2011, 11:00:38 PM
Hi Bob,
Another nice rendering...
A couple of weeks ago I started working on color in fractalized voronoi, I saw this thread and thought this might be of some help. Please don't mind this extremely poor rendering but this should give you some help.
Take a look at the functions, hopfuly they will make some sense, if not please let me know.
Glen
Hi Glen,
Thank you for this file. Since my two large stones are already a child to an existing shader, I've had difficulty trying to figure out where to connect your 'voronoi fractalized' clip file since it should be connected as a child to a surface shader. I will try your file here and get back to you with the results. Thanks again,
Bob
You beat me to it, Glen. Your cracks looks like good.
Bob: Good luck with connecting it, I get lost sometimes on where to hook things up but with what your describing it sounds more complex.
Dune: Thanks!
You don't necessarily need to connect the clipfile as a child to a surface-layer Bob.
You can also connect it to the direct input on the far left. The only thing you lose is control over restrictions and coverage.
A way to avoid this is first to still connect the clipfile as a child to a seperate surface layer.
Secondly, uncheck colour for that layer and connect it's output to the input of the shader which generates the surface for your stones.
Another way would be to do the second step differently. You can also connect the shader-chain, which generates the surfacing of the stones, to the input port of the surface-layer (from step one).
It depends a bit on how you have set up your stones.
Cheers,
Martin
Quote from: Tangled-Universe on January 18, 2011, 08:44:11 AM
You don't necessarily need to connect the clipfile as a child to a surface-layer Bob.
You can also connect it to the direct input on the far left. The only thing you lose is control over restrictions and coverage.
A way to avoid this is first to still connect the clipfile as a child to a seperate surface layer.
Secondly, uncheck colour for that layer and connect it's output to the input of the shader which generates the surface for your stones.
Another way would be to do the second step differently. You can also connect the shader-chain, which generates the surfacing of the stones, to the input port of the surface-layer (from step one).
It depends a bit on how you have set up your stones.
Cheers,
Martin
Hey Martin; and, all you guys - you've given me some new hope on this project. When I think of it; and if it works, it opens the doors to a lot of new possibilities.
I have three different projects going where I'm hoping I can pull off a decent looking image that displays some good looking extra large fake stones simulating 'quartz' and other types of minerals.
Thanks again; you've made my day.
Bob
The collective response to this thread has helped make some great improvements for this image, especially the file submitted by 'glen570' with his voronoi fractalized with color file. The color mix can be adjusted to produce an infinite number of combinations of two colors. The combination here reminds me of 'Rose Quartz'.
Further enhancing the image I added an additional population of Walli's dry shrubs and adjusted the existing plant populations.
Enjoy.
an excellent update, Bob, beautiful!
I agree. Wonderful!
great improvement!
Excellent work Bob, I loved the way it came out and Walli's dry shrubs adds a nice touch to the scene.
Glen
Excellent render! Very realistic.
Looks really great choronr,
Excellent terrain in the first and second image but, the fake stones on the second image are incredible.