I have a basic start of off something here but i am undecided what direction i should take this. I know i need to pile the stones more and fix the strata. I wanted to widen the field of view for that more panoramic effect. Off course color, vegetation and all will come later on.
The left half looks like it "slid" down the terrain like a mudslide. Is it possible to change the direction of the grooves to the x axis instead of z. And lower the frequency of the grooves like slide marks. I like it, waiting to see where this goes.
The grooves are created using a primary single power fractal and strata and outcrops shader so i do not know if i can alter it that way.
You could pull them through a transform shader for rotation. And you could try breaking up the long lines by another rotated and masked by PF strata shader, perhaps even on an angle, unless the long lines are intentional and needed.
I might try that but in the meantime i made some more changes and have more piled stones and a better strata effect. I need to add more dirt grime overall for the next iteration.
Some day, i hope to erode all of this and make it look proper.
Curious, where this goes.
I like the table mountains in the far very much.
Yeah it looks interesting.
This is looking cool!
:)
Cool! Make a Star Wars scene out of it ;)
Or some other sci-fi scene!
nice render. Looks interesting to me. Curious what the finished feel will be. I can't tell from this where you are going to take it.
OK, i added color but still lacking tiny bumps on my strata. Something is there but i need to fix that. Not one hundred percent set on the colors.
Maybe a futuristic outpost can be placed somewhere in there?
Oh, I like this very much! The colors in the strata seem a bit too... pure? Lacking in small-scale detail? But the displacement shapes are fantastic, there's a real sense of geology here, of layers. Well done.
- Oshyan
I added in some more tiny details here and there.
This is far better than the first iteration, very nice strata.
Alright, great. I do want to add plants but maybe very sparingly. Perhaps some structures.
Yeah love it too!!
Great colors and shapes ;)
The next iteration. I still need to plan for vegetation next.
Perhaps you should 'erode' the whole lot for more realism? It's very neat. A little (patched, e.g.) fractal warp will do wonders.
Fractal warp on a mask? That is possible.
I wish i could literally erode it.
I am still working on this. I added some more alterations here and there.
I think i will give this one a break and figure out what to do later on.
Is it that hard? Problem?
Not hard, i have to think what to add as far as plant options go. Some thought needs to be put into it.
Give it a break if you must, but definitely get back to it. I really love this image! It has a really great feel to it.
- Oshyan
Agree to getting back to this wonderfully strange image.
I agree both: Take a break for new inspiration and get back to it later!
Thank you for the encouragement everyone. I will get back to this soon.
The final perhaps?
I'd say that's a keeper...Ambient Occlusion for those deep shadows on the cliff?
Ray traced shadows.
Quote from: Chris on August 08, 2015, 02:31:55 AM
Ray traced shadows.
Huh...I always have that on and never get that effect without Ambient Occlusion set to at least 3....Paid or Free ver. maybe that'd make the difference with the amount of AA and Detail you can get on a paid version. I'm on the Free.
Paid/Free should not make a difference, and using AO instead of GI just makes things *less* accurate. GISD includes the AO effect (darkening in occluded areas), along with bounce as well, so it should give you appropriate darkening *as well as* light bounce. I don't know why people seem to like using AO instead of GI so much (it's a common recommendation here, "switch to AO!"), but I guess the look may be preferable somehow in certain cases.
- Oshyan
The previous render, i had Ray traced shadows off and the shadows were less deep and everything seemed less tactile, less real.
Quote from: Oshyan on August 08, 2015, 02:58:44 PM
Paid/Free should not make a difference, and using AO instead of GI just makes things *less* accurate. GISD includes the AO effect (darkening in occluded areas), along with bounce as well, so it should give you appropriate darkening *as well as* light bounce. I don't know why people seem to like using AO instead of GI so much (it's a common recommendation here, "switch to AO!"), but I guess the look may be preferable somehow in certain cases.
- Oshyan
I confess, for me it gives a comix feel to a render and as a former underground comix maker I guess I have set preferences. To be truthful I'm sorta amazed I haven't started working in B&W in Terragen, hee hee hee. Be more appropriate for this colourblind old fart.
I really like some of the forms you have here. What it needs is more variation. That's easier said that done though. The rock distribution on the ground is a typical fractal pattern that needs broken up or at least it's following a fractal looking patterns in terms of the slope it's adhering to. It looks like these forms on the cliffs work well though in terms of looking good close and far.
I tried my best to keep the stones along the slopes as a faked talus. What is lacking here is proper erosion, specifically talus erosion where it should have deposition built up in concentrated form at the bases of the stepper parts of the terrain.
You can fake talus slopes by first raising the terrain into a talus region, then from certain height up (or masked by a reduced color if you displaced the talus from a color base) increase height and add strata.
WOW very nice! I like it a lot. Keep it ;)
Quote from: Dune on August 09, 2015, 08:31:40 AM
You can fake talus slopes by first raising the terrain into a talus region, then from certain height up (or masked by a reduced color if you displaced the talus from a color base) increase height and add strata.
I for one would like to see an example(visual) of how this works out and the network to do it...got lost at 'raising the terrain into a the talus region'.
Here you go.
This is what i wanted to do, the fine build up at the base of the slopes.
That is an interesting method and i would be very willing to try it out for certain.
It's probably hard to get the 'cones' of debris excatly where the gullies are, but perhaps if you use a low octave biased perlin or softened ridged perlin for the cone displacement and then a wider upward displacement for the whole hard rock, and then use the initial cone mask to 'erode' the gullies out of that shape again.... or a second planet with the hard rock. There are possibilities no doubt.
Quote from: Dune on August 10, 2015, 02:04:49 AM
It's probably hard to get the 'cones' of debris excatly where the gullies are, but perhaps if you use a low octave biased perlin or softened ridged perlin for the cone displacement and then a wider upward displacement for the whole hard rock, and then use the initial cone mask to 'erode' the gullies out of that shape again.... or a second planet with the hard rock. There are possibilities no doubt.
Well that talus.tgd got loaded and is my wont I started tweaking stuff and wound up with this terrain. Added a fakestone layer in the flats and when it was textured I said, "hey that looks like caustics from water." Then added the same PF to the ground under the FSs as a weak child which worked so I added a lake, dialed native displacement out and added a Displacement shader using the same PF as it's Function and broke it up a bit with a Distribution shader and Bob's your Uncle...still don't have the grass clump texture any where near where I'd like it. I'm Red/Green colour blind, an unfortunate affliction for one who loves Terragen. I'm making an open request for clip files of any and all grass shaders you've made if y'all woldn't mind helping the disabled(half joking)
C & C welcome as well. I'll share the .tgc for the Caustics PF if any one wants it.
The caustic are fantastic!
Quote from: Dune on August 10, 2015, 02:04:49 AM
It's probably hard to get the 'cones' of debris excatly where the gullies are, but perhaps if you use a low octave biased perlin or softened ridged perlin for the cone displacement and then a wider upward displacement for the whole hard rock, and then use the initial cone mask to 'erode' the gullies out of that shape again.... or a second planet with the hard rock. There are possibilities no doubt.
I will have to look into that possibility as well. At least there are always options at the table.
Kind of reminds me of a sky pond (irrigation pond)
I think i am done with this one.
I have been working on a Glacial Valley, U Shaped to be exact. This is my next project.
Oshyan has given me permission to post various renders showcasing Daniil Kamperov's procedural erosion plugin used on the original renders last posted here. The original is at top where the remaining four comprise of varying types of the procedural erosion of which he tested. What an honor and thank you again for the testing.
Wow..hoping this plugin gets into TG soon...coincidentally I've been playing with the Erode V3 shader and seem to be getting good results...will post when I get a really good one.
Yes, the heightfield erode is good for localized close up terrain. I would be hesitant to use it on anything larger then a 2048 by 2048 sized terrain. Of course it depends on the user preferences and what the computer can handle. That being said procedural erosion has so many advantages over heightfield only erosion and being resolution independent means you are not limited to how far out you are or how close you can be. The smallest iterated details are well worth having for any terrain type.
As it turns out I had an erode shader cooking while I was typing that...this is the product of an Erode V.3 on a .ter exported from terracreator alpha and I just ran the default erode. Not too shabby I'd say.
Quote from: Chris on September 01, 2015, 11:33:23 PM
Yes, the heightfield erode is good for localized close up terrain. I would be hesitant to use it on anything larger then a 2048 by 2048 sized terrain.
Agree, on a 10K terrain it took at least 20 min. to generate the erosion.
Yes, i recall messing with the height field erode some time way back briefly. I managed to get some tight and long fluvial channels with some nice sedimentary deposition. Not that i can recall the exact settings.
That software terracreator alpha. I used that once or twice a few months back.
Now, i never went 10k. ;D That could be a joke about wanting it to go up to 11. ;)
I basically scaled the ter to fit the space left in the center of the pf terrain
Gotcha. :)