Like mentioned in bla bla's post. I think I'll make this a little better and add it as a bonus to my road package.
Salut, merci comment on fait ? Ca m'intérresse.
Hi, thank you how it's done ? It interrested me.
I really don't know how you do it!
Wow man. WOW!. Nice going Ulco, its impressive
Interesting Ulco!
Is it a cloud?
It looks like a SSS, then again I'm guessing.
Awesome Ulco, really cool!
Dune, to be honest I wasn't at all sure that could be done. You really have a handle on this stuff. Great job!
Ulco, you are one enthusiasm generator. I'm saving up for that road pack.
Slight improvement (but it took me all day :P ).
@kadri: it's not a cloud.
That corrugated metal looks much more real.
You are some kind of dark wizard, Ulco. :D
- Oshyan
Does not compute :o
very cool!
Did you use properly masked copies of the original terrain (driving procedural) to create the posts and the rail?
Well, I guess a magician should keed his wizardry secret ;-)
@ Matt: Does not compute? ???
It'll all be clear soon: watch out for an update on the Hillside Road at NWDA. In the meantime I'll refine it a little bit more, and think if I can come up with something else to go with roadsides...
lampposts? Mailboxes? Hot dog stalls?
We need information ;-) Looking forward, looks really interesting
Quote from: Dune on January 28, 2013, 03:02:25 AM
@ Matt: Does not compute? ???
That's about the biggest compliment you can get Ulco, because seemingly Matt also has nó clue about how you did this ;D
Good, that makes my day :D Better update now rendering with the refraction index set to steel (2.5). RT reflections take ages, so that's a no-go.
Quote from: Dune on January 28, 2013, 06:24:36 AM
Good, that makes my day :D Better update now rendering with the refraction index set to steel (2.5). RT reflections take ages, so that's a no-go.
That's a good decision as you wouldn't see mirror-like reflection anyway, especially if the steel is galvanised.
I think galvanised steel may have a different IOR anyway, but it shouldn't differ too much. You can actually use your steel surface colours as a mask to make sure that the brightest patches of galvanised steel don't reflect as much as the darker patches. I think that may look best and also adds interesting variation in specular pattern.
Truly awesome work, once again, Ulco. I'm really looking forward to get my hands on this as I have seen some very inspiring photo's with roads lately.
Cheers,
Martin
Yes, I was thinking to add the particular specks of zinc or whatever it is, so it looks like the typical galvanized steel, and maybe blend the reflection by that as well. I'll look it up beforehand at google or along the road. I'm still looking for a way to smooth the terrain for the rocks (fake stones), and not get straight edges along the road. Bit of a struggle, so I'm now warping the edge a little extra.
Doesn't this look familiar somehow (think blues)?
If I had to give this a shot I'd say that's a very long and thin SSS warped along the road, floatig a bit. It's "held" by regular (modulo) displacements along the road :D
Well, that's what I'd do (or try).
Either way, it's genius and quite cool!
Cheers
Frank
Of course it could be an SSS masked plane ...
Very cool work however it's done
Richard
Quote from: FrankB on January 28, 2013, 07:31:51 AM
If I had to give this a shot I'd say that's a very long and thin SSS warped along the road, floatig a bit. ...
Bull. Since when can simple shape shaders float :D
That has to either be a set of long plane objects arranged nicely and properly displaced, or some other object.
Yes by disabling RTO you can displace objects as well.
Each segment of guard rail is then stitched together using correct spacing for x or z and then spacing variation disabled for both x and z and also disable random rotation Y.
If you then apply the same fractal which displaces the sss to the object maker of the guard rail population then they should match.
It's then a matter of offsetting the position to have it next to the road.
You're getting quite close, guys ;)
I have never tried whether it's possible to distort a shader array, but that would be another way to set those little pillars at exact distances along the roadside.
Quote from: FrankB on January 28, 2013, 02:29:55 PM
I have never tried whether it's possible to distort a shader array, but that would be another way to set those little pillars at exact distances along the roadside.
In my slim experience with shader arrays they were unstable if you use many shader array points / large arrays.
I still think it's 1 guard rail segment of, say, 2 metres stitched together as a population with 2m spacing and 0 spacing variation and blablabla like I said above :)
I think it's what would be a solid wall for the metal section with an opacity function to remove the part that meets the ground and using some alternating b/w blend function for the pillar spacing. I can see how that could work. Is it Ulco's method, though?
Maybe it's just a floating plane, rotated and displaced by the road warper, sitting on top of the posts?
Could also be, nice thinking Martin :) it looks like the guard rail has thickness though?
On second thought...as far as I know you can not build an opacity function which uses object space, since we only have terrain space and world space. If he did it this way then it must be through using a get altitude function and raise the result by the desired height. Don't know exactly.
Well, at least I made you guys use your brains again ;) The rail indeed had thickness, but I took the middle/top section out so two vertical strips remain, which I liked better than the solid block of steel. I have thought of the ability to add some attachment strips across, but didn't get to it yet. In theory it should work, however.
I have reworked the surface, so the fake stripes have gone, and the iron is just 'ribbed', with a corrugated fractal as basis, where the reflections is blended by the (color adjusted fractal. Also made the poles shiny metal with some rust. Last version rendering now...
Looking forward to it Ulco!
Here you go.
Very good, Ulco!
The rail isn't convincing yet in terms of realism, but the sheer possibility to make one is amazing :-)
Wow, looking great. I believe the railing should go to the inside of the posts (the road side.)
Just realized there is a buzzard on the slope above the road.
Nasty creatures.
A big a** buzzard !!!
I've got another idea to make two vertical sides of the railing. Usually with highways there's two sides, along country roads it might be one at the inside indeed. I'll make that distinction and try to color it better. Also got an idea for better posts.
The buzzard is a vulture I had 'lying around' and never quite finished. It is quite reasonable now, so I gave it a podium.
another version, and a test deviation. Still looking for a monorail train... or have to model one.
I thought I had a monorail model, but I can't locate it at the moment. I'll keep looking.
I like your last iteration of the guard rail. ;)
By the way, your buzzard looks hungry. have you fed it lately ? It' just waiting on the next vehicle to come around the corner.
Wow I'm intrigued by this! :o
Some elements don't reflect it seems.
Any idea why?
Fait un pont. ;D
QuoteSome elements don't reflect it seems. Any idea why?
Yes, because I deliberately made reflective vertical stripes. Or do you mean something else?
By the way the terrain is horrible, it's just a POP.
C'est possible de faire un pont, Dune ?
it is possible to make a bridge, Dune ?
(google translate) :-[
Incredible. That weathered road, btw, is simply fantastic. I'd make it into a crumbling country road, intersecting an old railroad track, rusty signs and all... ;)
Quote from: bla bla 2 on January 31, 2013, 02:40:26 PM
C'est possible de faire un pont, Dune ?
it is possible to make a bridge, Dune ?
(google translate) :-[
I wouldn't surprised anymore if he makes one :)
Using two nearly identical terrains with one invincible comes to my mind ,
but Ulco might have a very different approach maybe...
Here's your bridge. But if you look carefully you'll see that there are some issues, which can't be solved at this stage of TG, especially when using water.
Never mind the terrain, I was still fiddling with sizes of stuff. And the diesel is supposed to pose as a monorail. I just cut the wings of a boeing to use the hull as an alternative monorail train.
Quote from: Dune on January 31, 2013, 01:21:45 PM
QuoteSome elements don't reflect it seems. Any idea why?
Yes, because I deliberately made reflective vertical stripes. Or do you mean something else?
By the way the terrain is horrible, it's just a POP.
Actually I meant something else: you can see the underside of the locomotive being
reflected in the water,but you don't see the monorail structure beneath the machine.
Same in your latest pics,you can see the pylons,but not the monorail structure.
That's one of the things that can't be solved, I'm afraid..................... or maybe so, I have to experiment a little more.