I consider this a great step forward in my search for realistic rock displacements. not there yet but another step closer. Based on the soft voronoi cracks but using other voronoi functions to alter the displacement inside the shapes left by the cracks giving a more flaky and varied feel.
These rocks are really nice, Mick! What if you use a fractal warp over this, small settings like 50 for size and 0.2-0.5 for amount? It will probably 'erode' them more.
Yes, good idea, there are so many possibilities. I look forward to endless experiments! I've just discovered that using fake stones as input into a displacement input of a surface shader produces a lovely flaky texture will post later.
Yes, but the fake stone origin (the mask as it were) is extremely sharp, so you can't displace too much. Else a very hard PF works maybe better.
Quite so! here's another with some fractal warp added as per your suggestion and you can just see the fake stone pattern. Not sure I like it or will use it again but someone might find it interesting.
Great stuff man! Very nice rocks ;)
I like the rocks.
Those... look... Amhazeing. :o
You can also use the fractal warp only on vertical bits or have it masked by a PF for some variation. Endless varieties, so you'll be busy for a while...
Isn't that the fun bit of terragen. ;)
Really like how those rocks and the grass clumps are working together. Very nice!
Thanks all.
Wow...the Luc Clouds of Rocks! well created....
Very good Mick. Rock varieties are endless. What you've done here is unique.
Nice. The first rock image needed some more erosion and in that regard #2 is a step forward. Yes you can see the fake stones pattern in places, maybe one could displace down (negative) and that could achieve a more realistic result? Thumbs up!
Yet Another a harder, more metamorphic rock this time. Took some working out but the old adage of trying negative values solved the problem ;)
Looking very good Mick. This is something we see in nature; and, you've accomplished close to realism here. I like those clumps of vegetation.
Cool experiments Mick :)
The last one is a wee bit too voronoi'ish to me.
I found out that you can get interesting results by just slightly warping the whole noise function with a fractal warp shader.
Set the scale of the warp to half or fourth the feature scale of the noise and apply something like 1.5 for strength.
Just play a bit with it.
I think what you need here is just that tad bit of warping which breaks up the straight voronoi lines as seen on the right, but not so much that it actually distorts the whole thing.
I did that little warping here in an experiment for a project.
Here I also fed the colour(!) noise function into 2 separate transform input nodes.
1 stretched 3x on X
1 stretched 3x on Z
Then merge those for "difference".
Finally warp them slightly and connect it to a displacement shader.
Of course you can warp them separately for each axis and then combine.
There's so much you can do.
Hi TU, I was going for a crystalline structure. I usually use warp in the crack formations but this time I had trouble making it work - it is a very complex reiterative node structure with several compute terrains and for some unknown reason I've struggled with making warps work in this particular structure. I'll try again as a challenge! Correction it was transforms I had trouble making work the fractal warps work fine - will post later.
Interesting rock. So many possibilities. My plan with these experiments was to develop the areas inside my soft voronoi cracks in a way that was consistent with the cracks. Later I'll apply some more randomness.
Quote from: Tangled-Universe on August 15, 2014, 05:35:36 AM
I did that little warping here in an experiment for a project.
Here I also fed the colour(!) noise function into 2 separate transform input nodes.
1 stretched 3x on X
1 stretched 3x on Z
Then merge those for "difference".
Finally warp them slightly and connect it to a displacement shader.
Of course you can warp them separately for each axis and then combine.
There's so much you can do.
AHA! Vertical striations! Awesome
I like your rocks a very much.
As others said, they may be a bit to regular for now to be absolutely photorealistic, but very beautiful. Thats what I like about TG, you can take the randomness and diversity of nature and slightly exaggerate the underlying patterns, which become clearly visible only sometimes in the real world. That makes for beautiful images.
How did you distribute your Plants by the way?
cheers,
J
Slope for the grass the background trees are altitude limited.
great stuff Mick, you can't beat a bit of experimental rock!
:))
J
Quote from: mhaze on August 14, 2014, 03:21:24 PM
Yet Another a harder, more metamorphic rock this time. Took some working out but the old adage of trying negative values solved the problem ;)
another step forward...tweak on my friend...fun and informative thread here.
Here's the last ( for now) in this series. I added warping and masking to this. It is very close to what I want now.
It looks more realistic now.I like it.
Awesome work.
Quote from: mhaze on August 17, 2014, 05:58:35 AM
Here's the last ( for now) in this series. I added warping and masking to this. It is very close to what I want now.
Big like...this got better with every itteration
One word: Perfection.
:o 8)
Super rocks, excellent work!
Thanks all.
My question is a more general one.
In some of the images in this thread, and also in a number of images in other threads, I see that you guys get some really flat smooth areas near more rough areas on you rock faces. How are you getting control over that?
Hope you understand what Im asking about, if not I can post a copy of your image with an arrow pointed to the spots Im asking about.
thanks.
If you use color to make the displacements, you can use the same color (through a color adjust) to add more displacement to where you like; the gullies or the tops.
You can also use a powerfractal multiplied with the fractals that create the rock displacements. To some extent you can also use slope to control placement.
Personally I really like the first one best. Maybe not quite as realistic but slightly more artistic? Love the mood of the scene as a whole.