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General => Image Sharing => Topic started by: Dune on April 27, 2013, 03:05:38 AM

Title: Downed and found
Post by: Dune on April 27, 2013, 03:05:38 AM
The mud needs some work, I admit.
Title: Re: Downed and found
Post by: Mahnmut on April 27, 2013, 08:04:01 AM
Maybe some puddles would increase the realism of the mud.
Greetings,
J
Title: Re: Downed and found
Post by: TheBadger on April 28, 2013, 01:15:12 AM
nice concept Dune. But its not reading as mud to me. Looks wet. But I don't feel like its any kind of surface I have seen in life.
Title: Re: Downed and found
Post by: Dune on April 28, 2013, 02:20:41 AM
That's why I wrote that the mud needed work ;-)
Title: Re: Downed and found
Post by: gregsandor on April 28, 2013, 09:30:59 AM
Try to smooth out the small peaks and most of the sand-grain stuff so it looks like wind- and water-slicked mud.  As it is now it is shiny, like water is suspended in it, but it doesn't have that liquid consistency.
Title: Re: Downed and found
Post by: fleetwood on April 28, 2013, 10:10:53 AM
Not to go crazy with semantics, but in my opinion mud is still mud even if it is all dried out and cracking up.
Title: Re: Downed and found
Post by: Dune on April 29, 2013, 02:41:58 AM
You can go all sorts of ways with mud, and while experimenting I came up with a tidal marsh environment; very wet mud and some stagnant water in the lowest parts, dried out and a bit eroded in the upper parts, which are covered in veggies. I can do better than this (yes, we can), but it's much better than it was , IMHO.
I was experimenting with displacement based on color, added smooth step and a bias function with a ridgy perlin as function input to get some sort of eroded edges. Lowest areas (which I kept quite smooth) with a RT reflective shader. This has the benefit of wetness moving up-mud, so to speak, not the harsh line when 'lake' meets land.
Title: Re: Downed and found
Post by: Dune on April 30, 2013, 02:19:50 AM
Another version. First was made with a concocted procedural river system (z to scalar, sinus stuff, some SShape masks  + another simple shape for the main stream), but that's far from perfect. I wish (hint, hint) someone would dream up a procedural blue node soft edged tapering 'tree' which can be used as a mask for a river with some random tributaries.
Second was made from a mask made in WM, some sort of flow system.
Title: Re: Downed and found
Post by: Jo Kariboo on May 01, 2013, 12:50:54 AM
I very like the n. function-terraintest_28-04-13-v1.jpg (http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=16000.0;attach=42819), nice mud !!!
Title: Re: Downed and found
Post by: TheBadger on May 01, 2013, 12:53:25 AM
like these new ones much better.