This pic starts with the Default scene with the SS shader disabled and coastline enabled at it's Default setting. Then I cruised around till I found this view. The texturing uses the DesertPlanetSurface.tgc by WASasquatch that can be found here in the forum:
http://www.planetside.co.uk/forums/index.php?topic=19400.0 as a base.
As a Child to that I added Desert Cliffs from the Preset package and limited it by height and slope so that it only hit the cliff faces...tweaked that a bit and added FakeStones, limited only by slope and masked by a wiggly path Paint shader. I textured them in their own Surface layer, masked by a copy of itself and plugged into the FakeStoneTexture layer. Added a Grass Clump with a Distribution shader attached and masked the grass by an inverse of the fakestones and the wiggly path. I used a clip I have called varience.tgc, don't know by who, to vary both the grass and the Sycamore tree pops, the Sycamore pop which you see on the distant mountain. The tree by the path is the same scale at the distant trees.
Finally I found a 3 level cloud clip with no author known in my ClipDir but no problem, I changed everything in it. The way it was built it could well have been one of my confused tests...but it works rather nice for this strange scene.
Not completely happy with the path texture, lacks character; so more to do there and I think I'll dial back the Haze a bit so we can see the Sycamores. Also considering altering it totally to real world scale; it's rather egg-zagerated at the mo. C&C more than welcome, ncessary.
The way I would handel this is take the sky out (I don't like it, obviously), give the grass clumps rotation to surface (use an extra compute normal to sit the pop on), dump the tree, dump the 'path', give the rocks a patchy strong distribution and give them a lot more rugged displacement. And perhaps get some strata like colors in the steep wall.
Quote from: Dune on June 10, 2015, 02:35:24 AM
The way I would handel this is take the sky out (I don't like it, obviously), give the grass clumps rotation to surface (use an extra compute normal to sit the pop on), dump the tree, dump the 'path', give the rocks a patchy strong distribution and give them a lot more rugged displacement. And perhaps get some strata like colors in the steep wall.
give the grass clumps *rotation to surface*....Huh? don't understand this...they are actually sitting on the terrain.
The path is gone was only there on an impulse, good call, and the tree was/is a scale tree to pass on the scale of the tiny distant ones...not really necessary. Agree on the rocks...were originally supposed to be stones but I wasn't getting the look so they got large. You just don't like those specific clouds or think it would work better cloudless? Had that thought myself as clouds can distract as well as add to a scene.
I actually chose a different camera spot last night before I binned that version as my ADD set in with tiredness.
I think Dune means the rotation tab in the population shader settings. Check the Lean to Terrain/Object normal. You may need to change the default 45 degrees to a lower number.
I thought you were modeling a scene in Wyoming when I first saw this. It's really at a good starting point.
Quote from: Henry Blewer on June 10, 2015, 11:51:54 AM
I think Dune means the rotation tab in the population shader settings. Check the Lean to Terrain/Object normal. You may need to change the default 45 degrees to a lower number.
I thought you were modeling a scene in Wyoming when I first saw this. It's really at a good starting point.
Ah ha...lean to normal I get...keep forgetting that...twas just a TG exploring trip that got me to that scene Henry. Must look at some pics of Wyoming then to get a better grasp on the veg for the scene.
Great start bobby! I really like the vista. Standing by for next update.