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General => Image Sharing => Topic started by: Clay on June 18, 2015, 02:10:21 AM

Title: Here we go again
Post by: Clay on June 18, 2015, 02:10:21 AM
So playing with shaders again, getting neato effects, have not done the colors yet but it looks promising.
Title: Re: Here we go again
Post by: Clay on June 18, 2015, 02:43:35 PM
Starting to get some neat overhang effects going now WHEeeee!
Title: Re: Here we go again
Post by: archonforest on June 18, 2015, 02:51:49 PM
Wow this is cool!
Title: Re: Here we go again
Post by: bla bla 2 on June 18, 2015, 03:04:46 PM
Un coup de branchement latérale.

A side branch stroke.
Title: Re: Here we go again
Post by: Clay on June 18, 2015, 04:11:03 PM
Quote from: bla bla 2 on June 18, 2015, 03:04:46 PM
Un coup de branchement latérale.

A side branch stroke.
Umm I don't know what that means..but Thx?
Title: Re: Here we go again
Post by: Clay on June 18, 2015, 06:09:14 PM
Quote from: Allen1 on June 18, 2015, 04:53:07 PM
You should put a body of water down there. I think that would look nice with the terrain above reflecting onto it. I would imagine a lot of sediment in the water as well. Just enough water where you have that terrain still exposed in the lower left hand corner. This could be maybe an oasis shadowed by the landmass.
Ha! already ahead of ya Allen, Got my water in place already just doing some tweaks, its kinda like a cave sping back from where I'm from. Great minds think alike:-P
Title: Re: Here we go again
Post by: archonforest on June 19, 2015, 03:12:19 AM
Show it, show it!
Title: Re: Here we go again
Post by: Hannes on June 19, 2015, 07:39:42 AM
Can't wait!
Title: Re: Here we go again
Post by: Clay on June 19, 2015, 02:05:41 PM
So here's a first test with the water, I'm adjusting a lot of things as far as textures etc. I kinda goofed up my shader structure so I might have to start that all over.And the shadows are killing me as well.
Title: Re: Here we go again
Post by: archonforest on June 19, 2015, 04:01:26 PM
Water level will go higher right? And perhaps more smooth so the reflections can come out more?
Title: Re: Here we go again
Post by: Clay on June 19, 2015, 04:18:18 PM
Quote from: archonforest on June 19, 2015, 04:01:26 PM
Water level will go higher right? And perhaps more smooth so the reflections can come out more?
yeah am messing with it, if I can get the effect I want it should turn out decent I spect.
Title: Re: Here we go again
Post by: archonforest on June 19, 2015, 04:22:46 PM
yipee. standing by ;D ;D
Nice potentials here!
Title: Re: Here we go again
Post by: Clay on June 19, 2015, 07:59:36 PM
So here's a screen capture in "open GL" as I'm constructing the textures, its starting to take some real shape now after some fussing around.
Title: Re: Here we go again
Post by: Clay on June 20, 2015, 01:58:14 PM
Still tweaking textures but here's another variation.
Title: Re: Here we go again
Post by: archonforest on June 20, 2015, 03:53:07 PM
I like this better ;)
Title: Re: Here we go again
Post by: Hetzen on June 20, 2015, 04:18:47 PM
Quote from: Clay on June 20, 2015, 01:58:14 PM
Still tweaking textures but here's another variation.

Looking good.

A little tip with textures, try sticking finer detail through a Transform shader with the Use World Space check box ticked before you plug them into a surface shader. This will put your fractal coordinates outside of you displaced ones and give un-smeared patterns. Smears are great for water erosion effects, but that may not help with subtle displacement.
Title: Re: Here we go again
Post by: Hetzen on June 20, 2015, 04:22:55 PM
Also, although the rock is dry, almost all surfaces have some form of reflectivity. Even very subtle amounts give less chalky renders.. Your green smears could potentially have a tiny amount more reflectivity than the dry base rock, as algae would reflect light differently.

It's all effects. You have a great image to work on.
Title: Re: Here we go again
Post by: Clay on June 20, 2015, 04:52:42 PM
Thx, Great tips! Will give them a try.
Title: Re: Here we go again
Post by: Clay on June 20, 2015, 07:06:06 PM
So stripped out my textures and added a reflective shader to the terrain, now its nice and wet looking! hehe, and man that really jumps up the render time, but I can see where it would achieve the look I would need. Thx again for the tips, and will move forward from here.
Title: Re: Here we go again
Post by: Hetzen on June 20, 2015, 07:53:56 PM
Be subtle with it. Less is more and makes a big difference to layers of texture. Mask it with what you're applying. Even if it doesn't look as if it is doing anything, it actually is adding to that layer. And sometimetimes it needs to be close to zero. It just depends on what texture is what.
Title: Re: Here we go again
Post by: Clay on June 20, 2015, 07:55:44 PM
Quote from: Hetzen on June 20, 2015, 07:53:56 PM
Be subtle with it. Less is more and makes a big difference to layers of texture. Mask it with what you're applying. Even if it doesn't look as if it is doing anything, it actually is adding to that layer. And sometimetimes it needs to be close to zero. It just depends on what texture is what.
Yeah I did this render just to see what the effects would be, TG is really fidly with the increments of settings for sure.
Title: Re: Here we go again
Post by: bla bla 2 on June 21, 2015, 07:27:50 AM
I find that there is too much reflection.
Title: Re: Here we go again
Post by: DocCharly65 on June 21, 2015, 09:43:50 AM
Somehow I like it... even with that reflections.
Title: Re: Here we go again
Post by: Clay on June 21, 2015, 03:52:16 PM
Another update, still a bit to much reflection and specular.and whats weird is I have those setings set waaaaay down, must be a fine line type of thing. I added some displacement to the green moss, and tweaked a few other things, but its starting to come together. Once I get my textures right I'll get the vegetation and sky going, maybe add some rocks too WHEEEeeeee!
Title: Re: Here we go again
Post by: Clay on June 21, 2015, 09:03:29 PM
OohhhhK, Sow now I understand how the power fractal shader works, very cool!!!, here's a test render , making progress for sure. Knowing that now, the fun begins hehehe.
Title: Re: Here we go again
Post by: Clay on June 21, 2015, 10:29:22 PM
And another, now we're really making progress:-)
Title: Re: Here we go again
Post by: Clay on June 23, 2015, 03:22:29 PM
So here's a large render, and WOW it took a while! As soon as I added the reflection shader to the green it jumped my render time up from a few minutes to almost exactly 15 hours. The reflection and specular were set really low as well. So I think I'll only be using that option on close up images LOL!
Title: Re: Here we go again
Post by: archonforest on June 23, 2015, 04:11:19 PM
Wow great changes here man. I like it ;)
Title: Re: Here we go again
Post by: Oshyan on June 23, 2015, 06:51:42 PM
It's because you're getting *interreflection* between the water and your reflective rocks. *Turn off raytraced reflections* on the rocks (any reflective shader affecting them) and it should help a lot.

- Oshyan
Title: Re: Here we go again
Post by: Clay on June 23, 2015, 08:33:30 PM
Quote from: Oshyan on June 23, 2015, 06:51:42 PM
It's because you're getting *interreflection* between the water and your reflective rocks. *Turn off raytraced reflections* on the rocks (any reflective shader affecting them) and it should help a lot.

- Oshyan
Did that Oshyan cuz I knew it would double reflect, anyways its ok, am working on a new image now LOL!