Or 'Walking the Desert'. Same principle as the tire tracks, but now with some footprints. Needs work. The water is a reflective shader (RT on), which worked faster and I didn't need the transparency anyway from this angle. Derivations of Sandel0 and Rockel0 as surfaces ;)
splayed toes, another good one, BTW about that water, is it a blend by paintshader?
Yeah that soft wet sand would've been handy on something I did recently. When I'm done working on my current contract I really would like to crack open terragen at home and post some friggin pictures up here!
Robinson Crusoe was here!
great steps you are taking in furthering the inspiration of TG2's possibilities!
QuoteBTW about that water, is it a blend by paintshader?
No, it happened to be lowest part, so real easy (it's a lake object). With another reflective shader for the slightly higher ground, limited in the surface layers themselves.
Great composition.
You should sell prints.
Backatcha Inky ::)
QuoteYou should sell prints
Would there be a market? It might be a cool idea, as the number of commissions is dramatically dropping since our new government is cutting expenses (especially in my area of expertise).
Quote from: Dune on April 12, 2011, 07:30:21 AM
QuoteBTW about that water, is it a blend by paintshader?
No, it happened to be lowest part, so real easy (it's a lake object). With another reflective shader for the slightly higher ground, limited in the surface layers themselves.
I thought it be more than that because I tried a surface layer blend by paint and a reflective shader somewhere in there and it was dull
A sample; Fast Water, for if you don't really need the transparency. Often transparency is only visible from a certain height above the water. A reflective shader is much faster.
I wish I had not trodden upon this topic.
Cool image...I don't know why but the the darker black rock reminds me of Bryce for some reason. Love the tropical palms and plant life!
QuoteI wish I had not trodden upon this topic.
Why is that?
I now think the sand should be piled up to the stones some more. Have to find out how...
The dust blowers are steered by functions in the cloud node.
Quote from: Dune on April 14, 2011, 03:37:57 AM
Quote
I now think the sand should be piled up to the stones some more. Have to find out how...
I had the same problem on my recent beach scene. I did a snow scene once using displacement on a surface layer that had the snow coming half way up a bush, I spose the same thing can be applied there.
Thanx for posting tgd, will look now
Once again this looks pretty cool Ulco.
The stone bed is really nice as it gives a strong idea that the sand is covering a completely rocky surface.
Gives me some great ideas of future work, although I'd like to get rid off doing too much desert stuff, but it's just so much fun to do :)
How did you do the sand? There are ways of piling it up against stones, but it isn't very easy.
Displacement intersection, but with limited distance from the camera to keep the far hills uncovered. I know it can be done and I'll find a way, but I'm doing the opposite of desert again... sea. So this one is 'on hold'. Dandel0's waves got me dig up my old water tgd's again.
The footprints look great and add nice final touch to the scene. Trackmaster has definitely done it again :)
How did you create this? Its just SUPERB! Love the idea and image created.
Excellente job!
Would have jumped in sooner; but, got a render cooking. Ulco, this once again inspires many ideas.