On the next image I'm trying to do, I like rock outcrop on the surface of the water. But I can not use fake stones, because the shape of the heightfield does not match the height of the water. So I chose a population "rock" but obviously they are not detailed enough. So I replaced the "default shader" with a "fractal shader power" and added some displacements.
Result: the rocks seem explosed, and are completely distorted
I think it's a known problem (I met him in other situations)
Could you please give me an explanation, and, if possible, a solution?
Thanks in advance.
sorry for my bad English.
The powerfractal displaces the fake stones.
What happens if you have 1m big fake stones and add a default powerfractal which applies 1m of displacement that the fake stones are likely to explode.
Here's what often works reasonably well:
Set scales of powerfractal to 10-50% of the fake stone size.
Set displacement value 50-100% of the powerfractal scale (so if feature scale of powerfractal = 0.2m, then use 0.1-0.2 metre displacement).
Set displacement offset value to 25% of displacement value. (an offset avoids flat/exploded stones often)
As you can see the fake stone size determines what scales of noise you need to apply and which amplitude/strenght of displacement.
Hope this helps.
Cheers,
Martin
Sorry, I think I explained myself badly: I do not have fake stones, but a population of "rock" and when to I apply the above displacements they explode ...
But thank you very much for the board, so I stands still in the dark ...
Quote(an offset avoids flat/exploded stones often)
Interesting, Martin. Good to know.
I think, Tyrcrash, that for the stones in a population the same counts. But you should also up the amount of sides, maybe to 50-100 or so, to make smoother stones to start with. Also check smooth normals (I would say).
Rocks have never worked right, have they?
Dune's population of rock works perfectly. I'll inspire.
Thank you very much for the advice.