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General => Image Sharing => Topic started by: mhaze on February 29, 2012, 04:07:46 AM

Title: Sine world development
Post by: mhaze on February 29, 2012, 04:07:46 AM
Here's a development from mogn's sine example.The addition of a power fractal gives the rocky landscape which is then flattened in some areas.  I've added some redirected displacements to the rocks and efflux's perlin strata. clouds by dandelO and fake rocks developed from FrankB's fakestone pack. Flowers by Walli and Xfrog. This is a work in progress but I probably won't change it much. C&C welcome.  Mick
Title: Re: Sine world development
Post by: Dune on February 29, 2012, 04:33:22 AM
I think it would be nice to give more attention to that hole in the rock. Did you use the default shader trick?
Title: Re: Sine world development
Post by: mhaze on February 29, 2012, 06:19:07 AM
Yes and I'm planning to but there's so much left behind.... that I really don't want to!

I've included the tgd have a look if you've the time and see if you can suggest any way of cleaning the hole. BTW I've tried using a second painted shader but every time I hit the sky TG crashes
Title: Re: Sine world development
Post by: mogn on February 29, 2012, 07:33:54 AM
Thanks for using an idea of mine.
Title: Re: Sine world development
Post by: mhaze on February 29, 2012, 07:40:01 AM
Pleasure! I'm not afraid to learn from those who are cleverer than me.
Title: Re: Sine world development
Post by: TheBadger on February 29, 2012, 11:30:25 AM
This is a really great start!

I have not been able to get this kind of terrain + layout; the spires with the level terrain + the flatish area in one world at a very good scale too. Good job man!

You should not stop on this one. fix what ever problems your having and then detail the hell out of it!

And thanks for posting the .tgd. And thank you Mogn
Title: Re: Sine world development
Post by: mhaze on March 01, 2012, 04:26:07 AM
I've spent the last few years on and off trying to get the rock I want this is close but not quite there yet. I'd like a sqauarer more cracked rock.
Title: Re: Sine world development
Post by: TheBadger on March 01, 2012, 11:04:41 AM
Quote from: mhaze on March 01, 2012, 04:26:07 AM
I've spent the last few years on and off trying to get the rock I want this is close but not quite there yet. I'd like a sqauarer more cracked rock.

The cracks are easy! Just use DandelO's cracks nodes. you can alter them to fit your needs. I use them a lot, in a lot of ways other than his example. https://sites.google.com/site/d4nd310/dandelospubliclibrary... just to remind of the option.
Title: Re: Sine world development
Post by: mhaze on March 02, 2012, 04:21:25 AM
Yes, dandelO's cracks are excellent for some things but not for the broken rocks I'd like. The nearest I've seen was some work on square noise but sadly it was beyond me.
Title: Re: Sine world development
Post by: TheBadger on March 02, 2012, 05:51:28 PM
Quote from: mhaze on March 02, 2012, 04:21:25 AM
Yes, dandelO's cracks are excellent for some things but not for the broken rocks I'd like. The nearest I've seen was some work on square noise but sadly it was beyond me.

What is square noise? Could't someone here or elsewhere on the net help you through it, or is it just one of those super advanced things that only the people developing it have a good understanding off?
Title: Re: Sine world development
Post by: mhaze on March 03, 2012, 04:28:45 AM
There was a thread which I cannot find on squarish rock formations.  The network was a nightmare of blue nodes somehow using modulo, way beyond my maths skills, so yes there are people here who understand these things and could show me how to get these effects but I doubt that I would understand them.  I'm 66, learn't maths before calculators and computers and have forgotten most of it.  I would have to start back at basic algebra to learn again.  I never did learn about vectors and scalars and all the other stuff used by 3d today.  I keep telling myself I will learn again but I'm so busy wilh jewellery work and building work it will be some time before I could even consider it.  So I have to glean what I can from others and do my best with it.
Title: Re: Sine world development
Post by: mogn on March 03, 2012, 05:48:37 AM
http://forums.planetside.co.uk/index.php?topic=9147.msg97287#msg97287
Title: Re: Sine world development
Post by: mhaze on March 03, 2012, 11:58:14 AM
Cheers mogn, I've bookmarked it now! It's still beyond me I'm afraid - has anyone sorted this one out?
Title: Re: Sine world development
Post by: Dune on March 04, 2012, 03:47:36 AM
You could experiment with a simple shape stretched out through the mountain that you want your hole in, use it as a blender for a distribution shader to set the heights. The main problem is that the hole extends into the ground 'to the center of the planet', so to speak, so you have to fill that hole again. I did that with a second planet without the hills, or with lower hills.
Title: Re: Sine world development
Post by: mhaze on March 04, 2012, 06:16:17 AM
Interesting idea Dune - I've played with the simple shape shader but with little success. As soon as I get time I'll play with this.
Title: Re: Sine world development
Post by: mhaze on March 06, 2012, 09:55:18 AM
Can't make this work at all, I just get a big groove!
Title: Re: Sine world development
Post by: Dune on March 07, 2012, 03:31:17 AM
Just to get the idea...
Title: Re: Sine world development
Post by: mhaze on March 12, 2012, 11:46:57 AM
Thanks! Been away on a short break.  This is more or less what I tried.  I'll have to take it apart and see where I went wrong and see if I can understand this.

Thanks again

Mick
Title: Re: Sine world development
Post by: mhaze on March 12, 2012, 12:22:36 PM
There's two things I didn't do when I played with the SSS.

1) I didn't use the transparency trick
2) I didn't use the PF you called redirectZ  I don't understand what this does, can you explain?

Mick
Title: Re: Sine world development
Post by: Dune on March 13, 2012, 03:55:30 AM
It gives the hills some North-South bumps. From this terrain I picked a place where a tunnel would fit and drew the painted shader and put the SSS. You can see what happens if you uncheck the displacement form the redirectZ PF.