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General => Image Sharing => Topic started by: Dune on September 05, 2011, 02:31:26 AM

Title: The Wall
Post by: Dune on September 05, 2011, 02:31:26 AM
 A closeup look of the wall (mask) I used in valley+river+road.
Title: Re: The Wall
Post by: FrankB on September 05, 2011, 03:17:54 AM
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!
Title: Re: The Wall
Post by: TheBadger on September 05, 2011, 06:14:04 AM
Real good as usual man. But I agree on the green, not the grass so much, but the moss is kinda out there.
Title: Re: The Wall
Post by: Henry Blewer on September 05, 2011, 08:31:36 AM
The moss can use some work. It looks sort of painted. The wall itself is great.
Title: Re: The Wall
Post by: mhaze on September 05, 2011, 11:18:13 AM
Great work but the moss is too vivid , needs some yellow

Mick
Title: Re: The Wall
Post by: Dune on September 06, 2011, 02:16:41 AM
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?
Title: Re: The Wall
Post by: inkydigit on September 06, 2011, 06:52:33 AM
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
Title: Re: The Wall
Post by: Mor on September 06, 2011, 06:58:57 AM
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.
Title: Re: The Wall
Post by: Henry Blewer on September 06, 2011, 08:08:10 AM
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.
Title: Re: The Wall
Post by: Dune on September 06, 2011, 09:43:46 AM
@Inky: just a simple grayscale TIF with some vague white lines. Like this.

Some rock piles, a wood lot and a pasture sounds good. 
Title: Re: The Wall
Post by: inkydigit on September 06, 2011, 09:49:51 AM
thanks Ulco, does this mask a displacement shader with voronoi or fakestones?
cheers
J
Title: Re: The Wall
Post by: Dune on September 06, 2011, 09:53:22 AM
Fake stones, three sizes (12-25-35cm, I think). By the way; here's another version, same mask.
Title: Re: The Wall
Post by: inkydigit on September 06, 2011, 09:54:52 AM
cheers!
diggin' that snow....great crystals!
Title: Re: The Wall
Post by: Henry Blewer on September 06, 2011, 10:08:02 AM
I really like the snow version. Very cool tif work.
Title: Re: The Wall
Post by: :) on September 06, 2011, 07:17:27 PM
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.
Title: Re: The Wall
Post by: Dune on September 07, 2011, 02:26:35 AM
@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.
Title: Re: The Wall
Post by: Henry Blewer on September 07, 2011, 05:12:33 AM
I think the fields would work better with some depth of field. (Is that a pun?) The distance to he fields is not apparent.
Title: Re: The Wall
Post by: Kadri on September 07, 2011, 11:43:29 AM

I like the direction you take with the last render , Dune!
Title: Re: The Wall
Post by: Luc on September 07, 2011, 01:06:47 PM
Nicely done !

luc
Title: Re: The Wall
Post by: :) on September 07, 2011, 02:40:57 PM
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.
Title: Re: The Wall
Post by: FrankB on September 07, 2011, 05:20:54 PM
I think the snow version is incredible!
Title: Re: The Wall
Post by: choronr on September 08, 2011, 05:40:46 PM
I like the last image a lot. I would be tempted to adjust the tall grasses to an olive/green color.
Title: Re: The Wall
Post by: Cyber-Angel on September 08, 2011, 11:11:15 PM
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
Title: Re: The Wall
Post by: mhaze on September 09, 2011, 12:32:54 PM
Very good - this is impressive.  perhaps a ruined wooden shed/barn inbackground
Title: Re: The Wall
Post by: 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  ;)
Title: Re: The Wall
Post by: choronr on September 10, 2011, 02:52:18 AM
This is great. The lighting enhances with shadows on the rock beautifully. Also like those bushes and their color.
Title: Re: The Wall
Post by: Dune on September 10, 2011, 03:01:38 AM
The bushes are Lightings', credit to him.
Title: Re: The Wall
Post by: AndyWelder on September 10, 2011, 10:46:07 AM
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... ;)
Title: Re: The Wall
Post by: FrankB on September 10, 2011, 11:54:41 AM
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
Title: Re: The Wall
Post by: dandelO on September 10, 2011, 06:18:02 PM
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.
Title: Re: The Wall
Post by: 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)  ;)
Title: Re: The Wall
Post by: Dune on September 12, 2011, 03:01:59 AM
Final Wall.
Title: Re: The Wall
Post by: choronr on September 13, 2011, 01:08:18 PM
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.
Title: Re: The Wall
Post by: Dune on September 17, 2011, 02:53:38 AM
Another wall.
Title: Re: The Wall
Post by: otakar on September 21, 2011, 11:26:08 AM
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.
Title: Re: The Wall
Post by: Dune on September 21, 2011, 12:25:23 PM
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.
Title: Re: The Wall
Post by: otakar on September 21, 2011, 07:02:53 PM
Thank you. Yes it is tricky, getting some funky rocks but I get the general idea.
Title: Re: The Wall
Post by: j meyer on September 26, 2011, 10:02:27 AM
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!
Title: Re: The Wall
Post by: Dune on September 30, 2011, 10:24:34 AM
Before compute, and thanks!