A closeup look of the wall (mask) I used in valley+river+road.
Nice wall / ruins! :)
I assume you'll deal with the background later? Also the grasses have a weird kind of green, maybe you would want to tweak that a little bit. Other than that, nice detail everywhere, very interested in where you'll take this!
Real good as usual man. But I agree on the green, not the grass so much, but the moss is kinda out there.
The moss can use some work. It looks sort of painted. The wall itself is great.
Great work but the moss is too vivid , needs some yellow
Mick
Yes, the moss was only one color. Now it's two. The mosses I want are a a very deep green. Is this better?
What would be good for the background, guys? Anything else to add/change?
that is a great looking wall Ulco...how did you mask this?
when I think of moss this is what I see...
http://www.psu.com/media/wallpapers/160505-Moss-on-a-Branch.jpg (http://www.psu.com/media/wallpapers/160505-Moss-on-a-Branch.jpg)
http://www.detaildesignonline.com/contentimages/Moss.jpg (http://www.detaildesignonline.com/contentimages/Moss.jpg)
cheers
J
The moss is better looking now and entire wall is much more natural looking. Perhaps few rock piles would fit well on the backroud hill.
A pasture would work. Perhaps a wood lot.
The wall looks much better. I might add some color/s more for the old, dried up moss.
@Inky: just a simple grayscale TIF with some vague white lines. Like this.
Some rock piles, a wood lot and a pasture sounds good.
thanks Ulco, does this mask a displacement shader with voronoi or fakestones?
cheers
J
Fake stones, three sizes (12-25-35cm, I think). By the way; here's another version, same mask.
cheers!
diggin' that snow....great crystals!
I really like the snow version. Very cool tif work.
ruins need to have bigger variance to tall. not so all same tall to look more good, and ferns in top picture seem plastic meed some more brown spots and missing leaves or broken.
@TheOne: You're right of course, but getting really perfect results in TG2 is hard enough already. The difference in height is easy to do, I'll give that a go. The ferns can be modified as well, but in the top picture I used a different image map compared to the latter iterations. It was more uniformly (too dark) green at first. I threw some tiny fractals over it, but maybe not enough still.
I added some fields, but I don't know about it. too much going on now, IMO. I also added some dead moss, but forgot to turn of displacement, so it's all too rough now. I need to redo the moss stuff.
I think the fields would work better with some depth of field. (Is that a pun?) The distance to he fields is not apparent.
I like the direction you take with the last render , Dune!
Nicely done !
luc
maybe put fog (haze)will make look deeper and will hide some bad. I would take road sign away I think photographer would frame picture to not have. I think is fine picture and is good. I just saying what might be better, not needed.
I think the snow version is incredible!
I like the last image a lot. I would be tempted to adjust the tall grasses to an olive/green color.
If its not too much work one of your nice procedural roads in the background may add some thing, to this already nice scene, only if the scale works mind!
Regards to you
Cyber-Angel
Very good - this is impressive. perhaps a ruined wooden shed/barn inbackground
I have to get back to that one, but first another version. Just a POC now ;)
This is great. The lighting enhances with shadows on the rock beautifully. Also like those bushes and their color.
The bushes are Lightings', credit to him.
The moss from v3 looks OK to me: It looks like moss and not like algae (v1) or lychen (v2). The amount of displacement is just right IMO.
Thank you for the tip on the rocky wall: I've been fiddling with those walls, driven by an image/mask, for quite a while but it never occurred to me to use a fake stones shader on them (instead I did use image maps of rocky walls , with disappointing results)
Oh, BTW, it looks like your cork-screw bird left something behind on its last visit to the tower... ;)
Quote from: Dune on September 10, 2011, 02:48:55 AM
I have to get back to that one, but first another version. Just a POC now ;)
;-) POC
This is great! Can I assume the displacements are procedural? f yes, I've done something similar a while back, but on a plane, which I have used to simulate a wall. But the overall shape seems to be an object here, right? Very interesting!
Cheers,
Frank
I would have guessed it to be a simple shape shader displacement with a white edge colour instead of an object, knowing Dune's liking for them.
Two simple shapes differenced for a soft ring. Next step is to make a window...
Another 2 simple shapes. Just a POC (nice ABB) ;)
Final Wall.
Quote from: Dune on September 11, 2011, 03:11:02 AM
Two simple shapes differenced for a soft ring. Next step is to make a window...
Another 2 simple shapes. Just a POC (nice ABB) ;)
This one makes me want to learn how to do this ...excellent creativity.
Another wall.
Ok, Dune, I need a hint on how to get the Fake stones to show up on the verticals. You are using the displacement function of the Simple Shape shader to raise it, right?
Love the walls, btw. Something I thought was not possible procedurally in TG.
It's a mask, but I think it should be possible with some blue functions to get some sort of stairs, or a series of simple shapes added up or something. Then you indeed raise it with a displacement shader. But the trick is to get the computed terrain to think it's a flat area, hence you set compute terrain to smooth terrain. You can mask this area out if you need unsmoothed terrain afterwards, for instance for displacement intersection+smoothing. You may also have to set the patch size to something very small, like 0.1-1. Then add the fake stones in a surface layer, masked out by a slightly larger mask, or by height.
It's very tricky, and I'm not gonna give away more than this ;) You can figure it out, no doubt.
Thank you. Yes it is tricky, getting some funky rocks but I get the general idea.
Hi Dune,
i'd like to know where do you have the displacement from the mask going,before or
after the compute terrain? I'm asking,because i've played with similar things earlier
and recently and i never had to fiddle with patch size and smoothing,but ran into
problems when i had the displ (for the basic wall) after the compute ter.
Btw very nice greens on the lower parts of kadetrap-v3!
Before compute, and thanks!