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General => Image Sharing => Topic started by: AP on November 10, 2011, 06:26:07 PM

Title: Arid Terrain test
Post by: AP on November 10, 2011, 06:26:07 PM
Everything you see is all power fractals. Suggestions welcomed. I rendered this small because it being a test and not complete.
Title: Re: Arid Terrain test
Post by: Zairyn Arsyn on November 10, 2011, 06:39:08 PM
i almost thought this said "Acid Terrain test" :D

looks cool, i like the warped lines running though the middle part of the render.
Title: Re: Arid Terrain test
Post by: AP on November 10, 2011, 07:05:12 PM
I might try an acid terrain to but i have to wonder what that may look like.    ;D
Title: Re: Arid Terrain test
Post by: TheBlackHole on November 11, 2011, 04:34:56 PM
I like it. I do see a problem, though. The displacements on the ground are a bit too rough. I've had that problem before while using blend shaders on displacement shaders. Is that what you're doing here?
Title: Re: Arid Terrain test
Post by: AP on November 11, 2011, 06:00:33 PM
That is intentional. Those are stones made by a power fractal. I am currently rendering a larger version of this so that those details can be better observed. I am still undecided as what vegetation to add to the terrain.
Title: Re: Arid Terrain test
Post by: AP on November 12, 2011, 05:12:53 PM
Not quite there yet.
Title: Re: Arid Terrain test
Post by: AP on November 26, 2011, 04:25:09 PM
I still might get back to this but in the meantime i am working on something new and still using all power fractal nodes i am creating some rather interesting effects here. I choose not to include vegetation due to it being a pain to make it look right and convincing enough to look at.
Title: Re: Arid Terrain test
Post by: inkydigit on November 26, 2011, 06:37:16 PM
nicely done mud... and with a few tweaks it could be lava!
:)
J
Title: Re: Arid Terrain test
Post by: AP on November 26, 2011, 08:01:25 PM
That can be arranged.
Title: Re: Arid Terrain test
Post by: AP on November 27, 2011, 03:27:59 PM
Well, i have Lava but it needs a lot of work.
Title: Re: Arid Terrain test
Post by: RichTwo on November 28, 2011, 12:25:10 PM
I have been making a few attempts to recreate Mars as seen from the surface.  Your first two are quite similar to the real thing - and Mars is a pretty rough place.  Check out the image catalog at http://hirise.lpl.arizona.edu/.

Keep up the great work!
Title: Re: Arid Terrain test
Post by: Jonathan on November 28, 2011, 01:11:42 PM
Images two and three are great - I tried lava, and it looked a bit wierd - yours looks real - and the muddy landscape is also very nice.
Title: Re: Arid Terrain test
Post by: AP on November 28, 2011, 03:27:06 PM
Quote from: Rich2 on November 28, 2011, 12:25:10 PM
I have been making a few attempts to recreate Mars as seen from the surface.  Your first two are quite similar to the real thing - and Mars is a pretty rough place.  Check out the image catalog at http://hirise.lpl.arizona.edu/.

Keep up the great work!

Yes, i think if you make the noise variation very high from a power fractal it is a start based on that image link. Strata and outcrops are essential. Voronoi cracks. The power fractal (AKA Hills) looks warped as well. Then lots of fake stone shaders.
Title: Re: Arid Terrain test
Post by: AP on November 28, 2011, 03:28:29 PM
Quote from: Jonathan on November 28, 2011, 01:11:42 PM
Images two and three are great - I tried lava, and it looked a bit wierd - yours looks real - and the muddy landscape is also very nice.

Thank you.

The pink needs to go but it is fixable.
Title: Re: Arid Terrain test
Post by: TheBadger on December 01, 2011, 03:50:00 AM
image 3-4 for me
Title: Re: Arid Terrain test
Post by: AP on December 23, 2011, 05:38:42 PM
This time i made fake stones, very large (500 i think) and eroded them. A simple layout and far from being complete.
Title: Re: Arid Terrain test
Post by: AP on December 31, 2011, 06:01:07 PM
I have been experimenting with the idea of mixing two slightly different alpine nodes (same seed) and a strata/outcrops node using a height field curve node and made decent progress to resembling grand canyon-like features. Using the intersect underlying-favor depressions all default settings but there is too much sediment all over so i am trying to figure a way to reduce that while keeping the sediment flow in a realistic manner. Much work to be done still as in more strata colors, shrubs and brighter lighting.
Title: Re: Arid Terrain test
Post by: inkydigit on January 01, 2012, 03:22:42 PM
these last two are looking very promising...
keen to see where these go...
cheers

J
:)
Title: Re: Arid Terrain test
Post by: AP on January 01, 2012, 04:12:30 PM
Quote from: inkydigit on January 01, 2012, 03:22:42 PM
these last two are looking very promising...
keen to see where these go...
cheers

J
:)

The last one is a definite but the second to last i am pushing aside. That one seemed more like a temp test only. I like what is going on with my canyons which has the most interest.
Title: Re: Arid Terrain test
Post by: AP on January 05, 2012, 05:55:26 PM
Here is something based on an existing piece of terrain in the southwest and interestingly enough not much sediments in the small region so i left that out, however i can try and add some if need be. As far as shrubs go i do not have anything to add there because i do not know what to add for that element.