Started a new one today, getting neat results thus far.
Updated...adding extra layers as I go Wheee!
It looks more like a plateau than a canyon. ;) If you want a canyon you'll need to work with the terrain. Still, I could make something out of what you have here as well given all the good work on the surfaces. The choice is yours to make, however.
Very nice start. I'd really like to see you push one of these to a more detailed level with stones,veg and possibly some kind of narative.
A newer version, tweaking out my veggie and haven't got the water tweaked out yet as well as the clouds.
Another version, still tweaking out settings a veg.
Honestly I like the lighting in the second to last one. Looks more clear like a desert and free of haze due to heat. Overall, seeing the steps you took basically to get their is awesome. It looks amazing.
Quote from: WASasquatch on June 25, 2015, 11:46:39 PM
Honestly I like the lighting in the second to last one. Looks more clear like a desert and free of haze due to heat. Overall, seeing the steps you took basically to get their is awesome. It looks amazing.
Funny I haven't changed the lighting LOL! Smoke and mirrors with terrains and veggie stuff I spect, But I agree with you, always works in progress and thanks for the compliments. Will trudge forward!
New update, almost finished with the image, gonna add a few more things.
Another update, going to fiddle with some rocks and displacement next.
Very pleasing render so far, great light. Some breakup of the flattish strata layers would be good, indeed by adding fake stones and/or a small displacement fractal (or fractal warp). Trees are nice too, but maybe move the big tree on the left out of the water (edit and move awya some meters) and put some waterloving species there; a patch of reeds, or willows perhaps.
Agree with Dune. You are indeed moving along nicely in TG3. The Population Edit is a most useful feature I've used in almost all pops since it appeared.
Quote from: Dune on June 27, 2015, 01:52:03 AM
Very pleasing render so far, great light. Some breakup of the flattish strata layers would be good, indeed by adding fake stones and/or a small displacement fractal (or fractal warp). Trees are nice too, but maybe move the big tree on the left out of the water (edit and move awya some meters) and put some waterloving species there; a patch of reeds, or willows perhaps.
Hmm I don't think I have any of those, I have a ton plants from xfrog but its their free samples and the other samples too thats on this site.
Quote from: Clay on June 27, 2015, 03:49:45 PM
Quote from: Dune on June 27, 2015, 01:52:03 AM
Very pleasing render so far, great light. Some breakup of the flattish strata layers would be good, indeed by adding fake stones and/or a small displacement fractal (or fractal warp). Trees are nice too, but maybe move the big tree on the left out of the water (edit and move awya some meters) and put some waterloving species there; a patch of reeds, or willows perhaps.
Hmm I don't think I have any of those, I have a ton plants from xfrog but its their free samples and the other samples too thats on this site.
Have you looked in the free stuff at terragen.org...may be some there Clay.
http://www.terragen.org/index.php?action=tpmod;dl=0
Another update, tweaked a few things. sheesh the fake rocks piss me off, sometimes they look really good, or really bad or part way in between LOL!!!
Stones are getting better LOL!
What you could do (what I would do) is keep the stones much smaller and gathered in patches. So, make a PF (perlin) with white dots kind of where you want patches of stones, like deposit areas. Use that white to displace the terrain down a few decimeters, and as mask for complete coverage of those 'holes' with a mix of small and somewhat larger stones. Coverage of very small pebbles = 2, larger stones less, until the largest maybe at 0.1 coverage. Three or four sizes of stones mixed by merge shader set to highest raise.
Quote from: Dune on June 28, 2015, 02:00:20 AM
What you could do (what I would do) is keep the stones much smaller and gathered in patches. So, make a PF (perlin) with white dots kind of where you want patches of stones, like deposit areas. Use that white to displace the terrain down a few decimeters, and as mask for complete coverage of those 'holes' with a mix of small and somewhat larger stones. Coverage of very small pebbles = 2, larger stones less, until the largest maybe at 0.1 coverage. Three or four sizes of stones mixed by merge shader set to highest raise.
Interesting
Getting better and better!