So playing with shaders again, getting neato effects, have not done the colors yet but it looks promising.
Starting to get some neat overhang effects going now WHEeeee!
Wow this is cool!
Un coup de branchement latérale.
A side branch stroke.
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?
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
Show it, show it!
Can't wait!
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.
Water level will go higher right? And perhaps more smooth so the reflections can come out more?
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.
yipee. standing by ;D ;D
Nice potentials here!
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.
Still tweaking textures but here's another variation.
I like this better ;)
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.
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.
Thx, Great tips! Will give them a try.
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.
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.
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.
I find that there is too much reflection.
Somehow I like it... even with that reflections.
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!
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.
And another, now we're really making progress:-)
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!
Wow great changes here man. I like it ;)
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
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!