Can't think of anything else as a title, so here you go.
Pretty exciting to see these shapes incorporated into TG images. I see examples of these forms in many of my favorite areas of Northern California, and would really like to utilize these in future compositions. Here's a photo (poor quality - sorry) of just such an area. Could these techniques maybe find an NWDA home?
If the noise guys don't object, why not. It's still pretty complicated though, and I'm looking for easier and more natural ways. Basically, you just use them (several sizes) to lateral displace, masked by a (few) power fractal(s) or other constraints for uneven coverage, and after a compute terrain with small patch size (1 or 2m). Not spilling the rest of what I did here, but with this you can have a go yourself...
Neat stuff Ulco! :) 8) 8)
@ Dune: Good application of the rectangular noise. This is evident in many places throughout our planet. Yes, a more simple way to achieve this in TG would be welcome.
@ zaxxon: Nice representation of nature's process.
Hello, Ulco.
It was what I wanted to do for the waterfall in the canyon, could you help me to understand how to do it by myself please ?
Bastien,
Basically it's a simple shape that makes the river/fall area, and you use it as a mask to not have strong displacements (like the strata). You have to make it so it sits on the place where your fall will be of course. So, make a simple soft terrain, find a nice place for a fall, put your simple shape there and add more differentiation inversely masked by that simple shape and you have a soft riverbed in the rough terrain. Use the same mask through a color adjust (to decrease and harden coverage) to add waterlike colors and structures (like the strata, blue whites and shine in my example). In my case it's all in one line to the planet, no water shader. You can warp the simple shape if you like, but it isn't necessary.
This should do it...
More experimentation, but the rocks are still not hard and flat enough, though the top edge left is getting a bit to what I want.
That looks already fantastic, Ulco!!
This is reminding me of 'The Boulders in Carefree and Scottsdale, Arizona'. Many such formations are found in this area. Most with eroded cracks that are not only vertical and horizontal; but, diagonal. Link: https://www.google.com/search?q=pictures+of+the+boulders+area+around+el+pedregal&client=firefox-a&hs=v6r&rls=org.mozilla:en-US:official&channel=sb&tbm=isch&tbo=u&source=univ&sa=X&ei=BNBgVKbZJ8u7ogSNtIDIDQ&ved=0CDQQ7Ak&biw=1440&bih=727#facrc=_&imgdii=_&imgrc=_tSv-P-iKByHkM%253A%3BXwF0gS5fUFBUjM%3Bhttp%253A%252F%252Fscottholleran.com%252Fwp-content%252Fuploads%252F2014%252F01%252FIMG_4186.jpg%3Bhttp%253A%252F%252Fscottholleran.com%252Ftravel%252Ftravel-the-boulders-in-arizona%252F%3B3264%3B2448
Another formation in Carefree, Arizona.
Thanks for the examples, Bob.
That is looking great Ulco.
8) Keep them coming.
Those rocks rock! 8)
I recall of sometime ago, efflux did some formations similar this. Link: http://www.planetside.co.uk/forums/index.php/topic,15365.0.html
Encountered a problem here, as I need a compute terrain to get the squares right, but that changes the mask for the path after the CT. Maybe I made a mistake...
Also, even these squares actually need an angled restriction, or you get these diagonals.
These diagonals are due to the structure of the noise and one can't
get rid of them totally.
But there is something you can do to mitigate the effect and that is
using a transform shader to push or drag the noise gently in small
increments and/or rotate it slightly.
Notwithstanding the issues you describe, it looks pretty good to me. I like the conservative strata here as well.
image in post number 7!
Thanks Jochen. I know, I already have one to mitigate the effect towards the camera, though you can only remove them quite totaly with an angled mask. Nailed the path masking problem, by the way.
Another view and up to something else again...
These are outstanding. The first shows many shades of light on the surfaces. The second displays beautiful arrangement of vegetation. The surfaces, path and human figures are very interesting.
Could you possibly explain what you mean by angled mask?
Is that something like masking the weather side of a mountain
or so?
Wow, dune
just Wow. :o
Fantastic!!
Excellent.
Thanks guys. These square rocks (though a bit obscure in the latest) are really a great thing to use. I've got another one cooking, which will be quite nice.
@Jochen; you're right. Read this http://www.planetside.co.uk/forums/index.php/topic,17370.msg168547.html#msg168547 (http://www.planetside.co.uk/forums/index.php/topic,17370.msg168547.html#msg168547) and you'll get there ;)
Thanks Ulco! :)
A bit different than I had in mind, but I'm not finished yet. Never mind the title, I make that before I start... it turned out more like an Iceland volcanic region.
Excellent renders Ulco, I love all of them but especially this last you posted.
Holy cow, that looks amazing!!!
If only I knew, what you were doing to achieve this... :-[
I agree; luminous water, volcanic lava flows - and, those colors. And, doing these images in so short of time. You have a gift that we only dream about.
Well, I just work fast and know my way around TG (more or less) by now, and I have most of the day to experiment in between paying commissions. I sometimes work on 2 machines at the same time, changing something in one, start a test crop render, do something on another machine, start a crop as well, etc.
You can just merge several sizes of the square rock file (enlarged, rotated, etc), and displace normal and after smallpatch CT lateral, all masked by a PF or inversely by a stream SSS, add some strata shaders....
Had a meeting today and I have to get on with some detailed renders for the book (the post glacial thread), so no more playing perhaps. They will be fun, as they agreed on making low POV renders instead of the dull high ones ;D
:o wow Ulco!
This is astonishing work, beautiful complexity....
Incredible realism
Though I'm still with Hannes!!
:)
Cheers
Jason
Great renders!
If and when you are ready to share some of your method, I would love to use it on Mars.
Best Regards,
Jan
That's just crazy. I'm afraid I don't have the patience to experiment like this, or perhaps lack the focus. Usually I get lost in some detail and never get an idea to completion. Yes, I agree you have a gift. This latest one is just unbelievable. In my eyes this could easily be a contender in the contest at this point (if it were an actual entry of course).
The others are nice too but the last one looks great.
Quote from: Dune on November 13, 2014, 02:50:42 AM
A bit different than I had in mind, but I'm not finished yet. Never mind the title, I make that before I start... it turned out more like an Iceland volcanic region.
Stunning. Works alright that. You've blended it really well.
That is one of the finest digital portrayals of Nature that I have ever seen. Beyond excellent, a stunning example of the potential of Terragen. Ulco, that is a sensational, masterful, sublime creation.
Wow Ulco, that last one is just incredible!
Thanks guys. You can use the bias scalars to flatten the rounded rocks even more if needed. I changed them form 0.8.. something into 0.92. Then add/mix some sizes of the output, and use that to raise ground by normal (masked by PF), then add a CT small patch (1m), then add another surface shader where you can use a masked (and/or smaller=transform shader) version of the output to displace laterally. If you need a stream or river run through the blocky rocks, mask that out. I used the same warped stream to lower the ground a bit before the squares are displaced up. I used the inverse PF (for the squares) to get some fake stones in, so they appear where there are no square rocks, also used some height restriction. Also added small sized strata (partly masked by another small PF) to flatten and stretch some rocks. Oh yes, and also fractal warped the output a bit.
But I realized that I warped the streambed, so the upward displacement is affected by that. Even if you displace up from a certain height, it will have the warped base. So now I want to displace from unwarped. Another problem is the white spots, where displacement is overlapping. I figured it to be the atmosphere shining through the planet that you see, and tried to get rid of the white by adding another (black) planet inside the planet as a block off. But that didn't work, and I wonder why....
What happens if you increase displacement tolerance to 2 or 3? Do the white gaps disappear/change?
Good point Martin. When I've used this sort of noise for big displacements, sometimes things get cut off at the bucket square. Changing displacement tolerence seems to fix things. Not sure if it's the same problem Ulco is facing.
Ah, yes, haven't tried that yet. Thanks. Let's...
EDIT: no, even 2 doesn't obliterate the spots. I still wonder where they come from.
By the way, you have to add one or two color adjusts to manipulate the coverage of the square output as well...
Quote from: Dune on November 14, 2014, 08:37:52 AM
Ah, yes, haven't tried that yet. Thanks. Let's...
EDIT: no, even 2 doesn't obliterate the spots. I still wonder where they come from.
By the way, you have to add one or two color adjusts to manipulate the coverage of the square output as well...
"Even 2" means very little Ulco. It's not a high setting at all.
I have upped the displacement tolerance up to 25 once and still could see differences.
I suggest you really try 3, like I suggested before, or even a bit higher, but not beyond 5.
After this there are more tricks, like disabling microvertex jittering, detail jittering and enabling "force all edges".
Basically the majority of settings which are changed when you press the "Animation Check" button, except for "fully adaptive".
Thanks, I'll try that. Though I really should be continuing my Ice Age stuff now...
Yeah at some point it's not worth pursuing anymore. It's because of local strong displacements.
I usually try a few things, the ones I suggested, on a crop and if those don't work then I just Photoshop them :)