Trying to make our coastline about 5000 years ago (Viking ship added for sense of size), when the first sand bars changed into rows of dunes and the hinterland was a marshy flat wilderness. All procedural, and I'm now trying to procedurally make some interesting dune shapes, such as sickle dunes. Perhaps a perlin 3D with a slightly moved perlin 3D subtracted....
The river is too rough, will change that, and I will try to warp the dunes in the 'estuary' more by the river (I have an idea).
Very convincing start, already :)
I'd like to make a couple of suggestions, probably they are on your to do list anyway :)
The wavescale is huge, hence the large waves slightly to the bottom right of the ship, they look like they are 10+ metres high.
The inlet of the river is too straight and sharp. Perhaps you could give it a bit more delta-like structure.
I'm veeery curious to see if you can pull off to make some procedural dunes. That would be awesome!
I tried it too before, just with fractals, and gave up quickly.
The perlin function sounds like a good idea, why didn't I think of that too :)
Looking forward to your next iteration Ulco :)
Martin
Thanks, Martin. Good to see you're back, by the way. Had a good time overseas?
The waves are indeed too large, and need more 'structure'. I had to find a way to get them at sea + in the inlet, but not too much between the ridges. Easy enough with a painted shader, but I wanted to combine, rotate and counter rotate the warped simple shapes to get it right. So it's 5 simple shapes now, and the river indeed needs a little more 'estuary', and less 'kronkel'.
I'm now concentrating on dunes, and made something with warped, blended and redirected voronoi.
Nice image, Ulco.
Very good start to an interesting project. Looking forward to your progress.
That may take a while as I have now a tgd file that can't be opened >:( (Sent it to Jo)
Nice !!!
Sweet Dune :P
:P
Jo fixed it, so thanks to him I can continue my coastal thing. Strangely, I must have saved the file with a loop in it. Which I would never have done deliberately. A quick update of the close up shot, without the erosion that formed the strange tracks.
Ah, almost forgot; what could be that line in the sea towards the horizon? I noticed in another render some parallel lines occurring as well. That was a heathland with small scale hillocks, but they seemed to run in parallel lines towards the horizon as well, in some areas.
Hi Ulco,
USA was beautiful and very nice, seen a lot of great things!
I don't see anything strange in the water? No lines or whatsoever? Can you post the same crop at higher resolution?
You can try disabling the wind-patch effect and see if that helps.
It's not the kind of lines which show up when you don't use micro-vertex jittering, so that can't be it I suppose.
It's a 45 degree thin whitish line starting from the arrow and in the same direction down-left. I see if I can (of course I can) make s crop render in high resolution.
Ah yes I think I can see them now.
Those do look like artifacts which normally should be removed by microvertex jittering.
What are your detail and AA settings? Is the water the watershader or a reflective shader?
Here's a bigger example, but the line seems to shrink when rendered larger, but is also visible in an exr. It's a lake with a water shader, but without transparency, so actually a reflective shader with waves. Detail is 0.7, AA 8 as it is. So it shouldn't happen, I'd say. It happens to be the exact x=0 line.
I see if I can find the heathland file and render a portion large. I wiped the 'lines' away there in PS.
If it's happening in the exact x=0 point then I would shift the lake object to the left or right so it's out of view. I've had this issue before with lakes and planes being "broken" and the zero point, particularly if there are subject to some very heavy or fine displacements.
cheers
Richard
Dunes with the grass in the foreground; The bottom right conner is really nice! The light there is very good for some reason. It looks kinda ethereal to me.
Thanks Richard and Badger (I like mystery). I'll try as you suggested, Richard. I mostly shift lakes or planes around, but this time it was 'out of the box'.
I had some trouble again yesterday, when a few hours render (I wondered why it went so slow on an i7) turned out completely black. It started rendering terrain (I could see), but then replace the image by black. Very strange. But I found it; some nodes I had inadvertently linked wrongly (a blender PF string also in the main input of the wave PF). And then it went fast; detail 0.7 AA 8, fills instead of GI, 25 minutes. Still not satisfied, a lot to do, but I'm getting there. I want deeper shadows under the beached boat, for instance, so I started by giving the fills shadows for the next iteration. And the warp in the side streams is too fine (color roughness too high in the warper PF feeding into the vector displacement).
I warped the simple shapes a bit more, but had wrong values for width and softness width in the first iteration, hence the ridges.
I realize I may have done this with a normal PF, but by using warped simple shapes I have more control, and can deepen outflows if I wish. Second iteration: only part, I still have to add the top to it, but I had the fill light cast shadows from surfaces as well as atmosphere, hence the very dark foreground shadows.
Trouble is, I want no waves in shallow water, especially not elongated ones, so I will try another setup...
Iteration 2
Good to know about the lake/water object at X=0 can cause line artefacts, didn't know that. Thanks Richard.
I think this is coming along very nicely. I also see you've addressed the transition of sandy dunes to grassy lands, that was first a bit harsh and now a lot smoother.
The foreground dunes look great and I like the contrast in here.
I suppose you did rotate the watershader here?
Thanks. Yes, but rotated it one way for the mask, then rotated it back later (after warping) for the displacement. I have to check what I exactly did... I also added extra waves in the 'streams' coming into the sea, but that's VERY subtle.
This last one looks very sharp and crisp! Like it. The boats really help with scale. Looks very cinematic.
It's getting better, although I still have to get rid of the surf on the leeward sides. But that's being addressed as we speak...
I'm preparing the file for a large render (6000px wide @ detail 0.7 and AA8, GI 2/2/8), but got some trouble. Some parts, where the water is very shallow or very close to the terrain surface (I think), are not rendered properly. I'll check it out with fills instead of GI, which I used before.....