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General => Image Sharing => Topic started by: AP on July 30, 2015, 06:43:29 PM

Title: Tablelands
Post by: AP on July 30, 2015, 06:43:29 PM
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.
Title: Re: Tablelands
Post by: yossam on July 30, 2015, 07:35:46 PM
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.
Title: Re: Tablelands
Post by: AP on July 30, 2015, 08:00:14 PM
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.
Title: Re: Tablelands
Post by: Dune on July 31, 2015, 01:38:56 AM
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.
Title: Re: Tablelands
Post by: AP on July 31, 2015, 04:24:27 AM
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.
Title: Re: Tablelands
Post by: DocCharly65 on July 31, 2015, 05:45:37 AM
Curious, where this goes.
I like the table mountains in the far very much.
Title: Re: Tablelands
Post by: Kadri on July 31, 2015, 05:56:03 AM

Yeah it looks interesting.
Title: Re: Tablelands
Post by: inkydigit on July 31, 2015, 06:26:25 AM
This is looking cool!
:)
Title: Re: Tablelands
Post by: archonforest on July 31, 2015, 09:12:24 AM
Cool! Make a Star Wars scene out of it ;)
Or some other sci-fi scene!
Title: Re: Tablelands
Post by: TheBadger on July 31, 2015, 04:39:33 PM
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.
Title: Re: Tablelands
Post by: AP on July 31, 2015, 05:29:28 PM
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?
Title: Re: Tablelands
Post by: Oshyan on July 31, 2015, 05:41:07 PM
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
Title: Re: Tablelands
Post by: AP on August 01, 2015, 02:16:39 AM
I added in some more tiny details here and there.
Title: Re: Tablelands
Post by: Dune on August 01, 2015, 02:55:59 AM
This is far better than the first iteration, very nice strata.
Title: Re: Tablelands
Post by: AP on August 01, 2015, 02:59:48 AM
Alright, great. I do want to add plants but maybe very sparingly. Perhaps some structures.
Title: Re: Tablelands
Post by: archonforest on August 01, 2015, 05:50:02 AM
Yeah love it too!!
Great colors and shapes ;)
Title: Re: Tablelands
Post by: AP on August 01, 2015, 11:59:01 PM
The next iteration. I still need to plan for vegetation next.
Title: Re: Tablelands
Post by: Dune on August 02, 2015, 02:37:40 AM
Perhaps you should 'erode' the whole lot for more realism? It's very neat. A little (patched, e.g.) fractal warp will do wonders.
Title: Re: Tablelands
Post by: AP on August 02, 2015, 04:03:11 AM
Fractal warp on a mask? That is possible.

I wish i could literally erode it.
Title: Re: Tablelands
Post by: AP on August 03, 2015, 05:40:03 PM
I am still working on this. I added some more alterations here and there.
Title: Re: Tablelands
Post by: AP on August 04, 2015, 05:23:28 PM
I think i will give this one a break and figure out what to do later on.
Title: Re: Tablelands
Post by: Dune on August 05, 2015, 12:47:47 AM
Is it that hard? Problem?
Title: Re: Tablelands
Post by: AP on August 05, 2015, 02:44:28 AM
Not hard, i have to think what to add as far as plant options go. Some thought needs to be put into it.
Title: Re: Tablelands
Post by: Oshyan on August 05, 2015, 03:05:34 PM
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
Title: Re: Tablelands
Post by: bobbystahr on August 06, 2015, 01:49:28 AM
Agree to getting back to this wonderfully strange image.
Title: Re: Tablelands
Post by: DocCharly65 on August 06, 2015, 02:46:28 AM
I agree both: Take a break for new inspiration and get back to it later!
Title: Re: Tablelands
Post by: AP on August 06, 2015, 03:58:24 AM
Thank you for the encouragement everyone. I will get back to this soon.
Title: Re: Tablelands
Post by: AP on August 08, 2015, 12:05:57 AM
The final perhaps?
Title: Re: Tablelands
Post by: bobbystahr on August 08, 2015, 02:17:13 AM
I'd say that's a keeper...Ambient Occlusion for those deep shadows on the cliff?
Title: Re: Tablelands
Post by: AP on August 08, 2015, 02:31:55 AM
Ray traced shadows.
Title: Re: Tablelands
Post by: bobbystahr on August 08, 2015, 12:15:55 PM
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.
Title: Re: Tablelands
Post by: 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
Title: Re: Tablelands
Post by: AP on August 08, 2015, 04:50:06 PM
The previous render, i had Ray traced shadows off and the shadows were less deep and everything seemed less tactile, less real.
Title: Re: Tablelands
Post by: bobbystahr on August 08, 2015, 05:33:55 PM
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.

Title: Re: Tablelands
Post by: efflux on August 08, 2015, 08:36:39 PM
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.
Title: Re: Tablelands
Post by: AP on August 08, 2015, 11:00:13 PM
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.
Title: Re: Tablelands
Post by: 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.
Title: Re: Tablelands
Post by: archonforest on August 09, 2015, 09:40:03 AM
WOW very nice! I like it a lot. Keep it ;)
Title: Re: Tablelands
Post by: bobbystahr on August 09, 2015, 10:00:17 AM
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'.
Title: Re: Tablelands
Post by: Dune on August 09, 2015, 11:30:09 AM
Here you go.
Title: Re: Tablelands
Post by: AP on August 09, 2015, 05:13:54 PM
This is what i wanted to do, the fine build up at the base of the slopes.
Title: Re: Tablelands
Post by: bobbystahr on August 09, 2015, 07:31:49 PM
Quote from: Dune on August 09, 2015, 11:30:09 AM
Here you go.
gracias
Title: Re: Tablelands
Post by: AP on August 10, 2015, 01:30:12 AM
That is an interesting method and i would be very willing to try it out for certain.
Title: Re: Tablelands
Post by: 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.
Title: Re: Tablelands
Post by: bobbystahr on August 10, 2015, 11:22:21 PM
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.
Title: Re: Tablelands
Post by: mhaze on August 11, 2015, 03:35:17 AM
The caustic are fantastic!
Title: Re: Tablelands
Post by: AP on August 11, 2015, 07:23:35 AM
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.
Title: Re: Tablelands
Post by: bobbystahr on August 11, 2015, 08:18:53 AM
Quote from: mhaze on August 11, 2015, 03:35:17 AM
The caustic are fantastic!

thanks,,,,want em?
Title: Re: Tablelands
Post by: masonspappy on August 12, 2015, 06:21:57 AM
Kind of reminds me of a sky pond (irrigation pond)
Title: Re: Tablelands
Post by: AP on August 13, 2015, 06:21:18 PM
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.
Title: Re: Tablelands
Post by: AP on September 01, 2015, 06:55:10 PM
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.
Title: Re: Tablelands
Post by: bobbystahr on September 01, 2015, 09:14:48 PM
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.
Title: Re: Tablelands
Post by: AP 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. 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.
Title: Re: Tablelands
Post by: bobbystahr on September 02, 2015, 12:18:45 AM
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.
Title: Re: Tablelands
Post by: bobbystahr on September 02, 2015, 12:21:23 AM
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.
Title: Re: Tablelands
Post by: AP on September 02, 2015, 12:39:23 AM
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.    ;)
Title: Re: Tablelands
Post by: bobbystahr on September 02, 2015, 02:16:06 AM
I basically scaled the ter to fit the space left in the center of the pf terrain
Title: Re: Tablelands
Post by: AP on September 02, 2015, 03:03:23 AM
Gotcha.    :)