Trying my hand at ice. But it's not what I'm after yet.
nevertheless it looks promising ;)
I love the foreground a lot!
Nice. Definitely heading for the right direction :)
The big one makes me think of the "tip of the iceberg", 9/10 under water idea. But those shore line slopes give me the impression of shallow water that couldn't contain the big 9/10 part of the berg. Of course there could be a surprisingly deep water channel there despite the gentle shore.
Needs SSS :D
I know fleetwood, but this was more to test ice. I always shove in stuff that's not really needed ;)
The displacements, color and translucency are spot on. Those birds passing by gives one the true sense of scale.
Very promising. Did you try some reflective effect ?
David
Chilling! I'm still amazed that TG can be tweaked to accomplish these effects without SSS. Excellent!
I should indeed add some reflection, and more internal glow. The latter can be done by using a surface shader with luminosity of a darkish blue color, no breakup, and a soft PF for variation. That works for the cracks as well (the 'dark luminosity'), though I have to refine the effect. It's quite fiddly to get the exact lightness.
I can't wait to see this finished, Ulco! :)
Clever work. love the blue cracks! Off topic but I'm curious - why are your rocks always brown?
Great Ulco. I guess indeed a reflection shader will add a lot here.
Of course, there should be penguins... ;)
and a polar bear passing by?
I don't believe it, Ulco!!!!! ;D ;D ;D ;D ;D
I tried something else, so here's the clue for this one; first give the ice a blue glow, then add cracks and another surface shader inversely masked by the cracks with a white and slightly luminous color. So the outer ice will be whitish, but the cracks remain bluish and luminous. Still have to fiddle to get the exact amounts, but we're used to that.
Now I have to find the perfect cracks, which is hard as well. Tried a x to scalar + sinus for some vertical cracks, but they're too even, even when masked by PF. Warped voronoi is nice, but the horizontal parts are not really needed. Ridged PF? Mmmm. I was just thinking of a combination of voronoi, warped by squarish blocks for some nice effect... have to experiment again.
This looks already quite good. Maybe the iceberg is a bit too much displaced? A bit too crumpled?
The cracks look really convincing!
Cool. :)
The last one really glows like ice - brilliant work.
Yeah, the berg sucks. Got a better one here, but still a better scene is rendering now, better terrain and clouds added. Masked the last whitish glowing layer by a fractal so that here and there the bluish light stays visible.
And thanks for pointing me to my brown rocks; it just slipped into it. I have to work on different rock types and not throw in some brownish hues just like that.
Both looking good, especially the last one. I'm wondering how the glow is effected as the sun elevation is lowered. Would you have to make adjustments to the glow?
Yes, the problem is that shadows aren't as deep anymore with a glowing surface. Maybe a low glow will help.
The last one makes me shiver! Great work. BTW how are you constraining the foam to the peaks of the waves?
Agree, the second image is good. It seems that most times, changing the sun's position requires certain setting adjustments to the nodes.
Foam restrict is by min altitude, very simple. Final altitude and use Y, then take the average water height and a meter of fuzzy, depending on the wave height. You can use favor rises as well. And the windswept foam stripes are restricted by stretched and rotated PF, but they're not too visible.
Here's another iteration, with some stuff to get the size of the monster. The problem (black edges here and there) with the water/icesheet I still have to face. Probably the horizon shift of the water shader. No polar bear, I leave that to someone else on this forum ;)
It appears there is some action here with a sectional collapse of the berg; very nice.
;D ;D ;D
That looks fantastic, Ulco! Great sense of scale. I'd rather not be in the pilot's seat!
Great pic..................... ;D
Mayday, mayday ...
Very nice image, I love the blueish cracks
Thanks for the info Dune - not in a position to experiment at the moment but it will come in useful.
Did you alter the colors of the iceberg between v7 and v2-3?
If so,v7 was better imho,especially in the shadows.
I changed a lot of small things, so I have to check that. Thanks.
Awesome. The objects really give it nice scale! ;)
This last image evokes the possibility of so many story lines. Outside of the obvious technical brilliance, it really is a fascinating image to view and re-view.
Those last ones are pretty cool Ulco! I think with a bit of tweaking and more convincing iceberg shapes you will have it nailed.
Done some (a lot, actually) more work on the berg (cube) and sheet (lake). Planet itself was not rendered.
Beautiful definition and detail including the water and sky; mighty nice Ulco.
Superb!
Where is the Titanic ?!? just kidding... ;) ;) looks great!
O_O
Wow, that's a really cool render and a great idea. The ice looking amazing, now where'd that Titanic go? I have so much to learn about TG3. Would love to hear how you made that.
If you just started TG, it might be a bit beyond you, not meant diminishingly! But you could start some experiment. The basic principle is a lake with an added surface layer between water shader and lake itself. You can mask that surface layer by a (billow) power fractal with quite strong contrast and larger sizes (40/100/5), the noise variation at say 2, and the lower 2 values also at 1 or 2. Color contrast at 1. Then set smooth surface in the surface shader, set color to white, and set the displacement offset to 1. Now you have white flat ice sheets that rise out of the water.
You can add to that with colors, extra displacement power fractals, lambert shaders for (partial) translucency, reflectivity, color the underwater area for underwater ice by a derivative of the masking power fractal, etc, etc.
The iceberg is a rounded cube with a lot of shaders to color, displace and crack it.
A few more renders, with some different settings. Now up to something else again....
All done well - I'm partial to # 3. I think it's the ice floating on the water that does it for me.
i did a little test following your instructions in the 42 reply, i did not appllyed translucency or extra shader displacement or an extra shader color. Also not understood if you mean a perlin billow or a voronoi billow for the mask ? (power fractal shader)... but does i am on the right path?
You are, and you can use billow or voronoi, or even perlin, as long as it's very hard.
The texture of the berg in v2 is really magnificent,looks
almost hand drawn.Cool!
Looks fantastic, Ulco!!
I like them all. A good accomplishment you have made here.
Nice renders Ulco. I prefer your last one.