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General => Image Sharing => Topic started by: Tangled-Universe on September 11, 2015, 04:30:55 AM

Title: Rocks - Why not?
Post by: Tangled-Universe on September 11, 2015, 04:30:55 AM
Rocks are still one of the most fun things to do with TG.

On the bottom left you can see how the displacement function looks on a flat surface (without displacement it's very flat).
I then just added a default strata shader and my default granite shader.

All in all a relatively easy setup.
Terrain -> compute -> displace -> compute -> shade/texture -> plane/planet

I overdid GISD a bit. Strength = 1/5/96.
Since it was rendered it at 2048x2560 you also need a high radius to get similar effects to lower resolution renders.
It's not entirely realistic, but hey, let me try to wet my artistic feet ;)

Cheers,
Martin
Title: Re: Rocks - Why not?
Post by: sjefen on September 11, 2015, 05:41:17 AM
So this is all procedural, right?
Title: Re: Rocks - Why not?
Post by: kaedorg on September 11, 2015, 06:19:44 AM
Really impressive Martin. Hope to see more

David
Title: Re: Rocks - Why not?
Post by: Tangled-Universe on September 11, 2015, 06:54:35 AM
Yes Terje, it's all procedural.
Title: Re: Rocks - Why not?
Post by: sjefen on September 11, 2015, 07:02:06 AM
I'll have to learn this. It looks great 👍
Title: Re: Rocks - Why not?
Post by: Dune on September 11, 2015, 07:07:37 AM
Nice rocks, Martin. I recognize some squarish noise, may well be a mix of stretched PF's, or mogn's square setup. And did you use Daniil's erosion? Looks like it. Or a WM terrain, of course.
You know you need the force all edges to get rid of the white spots, I guess.
Title: Re: Rocks - Why not?
Post by: Tangled-Universe on September 11, 2015, 07:23:00 AM
Thanks Ulco,

The noise is 1 PF which I then stretch, combine and 'fractalize' with transform shaders.
You can find the setup in the alpha forums.

Yes I should have enabled force all edges, I didn't think of it. Never, actually.
Title: Re: Rocks - Why not?
Post by: Gannaingh on September 11, 2015, 09:56:48 AM
This looks fantastic! Good work!
Title: Re: Rocks - Why not?
Post by: TheBadger on September 11, 2015, 11:33:01 PM
I shudder to think of what the network must look like. Awesome terrain though.

What is the source inspiration for this?
Title: Re: Rocks - Why not?
Post by: AP on September 12, 2015, 02:41:18 AM
A canyon on steroids.    8)
Title: Re: Rocks - Why not?
Post by: Kadri on September 12, 2015, 07:01:31 AM

Nice structures.
Title: Re: Rocks - Why not?
Post by: Tangled-Universe on September 12, 2015, 08:02:44 AM
Quote from: TheBadger on September 11, 2015, 11:33:01 PM
I shudder to think of what the network must look like. Awesome terrain though.

What is the source inspiration for this?

No specific source inspiration, other than that I like rocks canyons etc.
I honestly barely ever use direct sources for inspiration.
I just start away and see where it ends, usually.

Here's the node network, except for its 2 nodes for the terrain, not sure if I can disclose those.

Just look carefully and see that I only use:
1 PF for the square noise as a base.
1 Strata&Outcrops shader
1 Surface layer (with a bunch of nodes for its colour input, nonetheless)
Title: Re: Rocks - Why not?
Post by: Kadri on September 12, 2015, 08:42:09 AM
Quote from: Tangled-Universe on September 12, 2015, 08:02:44 AM
...except for its 2 nodes for the terrain, not sure if I can disclose those.
...

Curious...from what aspect (Alpha?) ?
Title: Re: Rocks - Why not?
Post by: Dune on September 12, 2015, 11:20:35 AM
What's the Null shader 01_1 for?
Title: Re: Rocks - Why not?
Post by: Tangled-Universe on September 13, 2015, 03:20:15 AM
Quote from: Dune on September 12, 2015, 11:20:35 AM
What's the Null shader 01_1 for?

The null shader is there so that I can place a new node in between the null and transform node above it, without having to reconnect every output from that new node to all the displacement shaders after that null.
Title: Re: Rocks - Why not?
Post by: AP on September 13, 2015, 03:43:24 AM
Rescale noise?
Title: Re: Rocks - Why not?
Post by: Dune on September 13, 2015, 04:01:19 AM
Of course.... this regards Martin's reply  ;)
Title: Re: Rocks - Why not?
Post by: Tangled-Universe on September 13, 2015, 04:53:20 AM
Quote from: Chris on September 13, 2015, 03:43:24 AM
Rescale noise?

Yes, this is a transform shader with the scale parameter activated.
The shader is a combination of various PF's and all is ultimately fed into the colour input of the surface layer.

The transform shader allows me to rescale all the PF's at once and thus retaining all their relative scales, also without affecting colour.
Title: Re: Rocks - Why not?
Post by: AP on September 13, 2015, 06:35:49 AM
OK, got it.    :)
Title: Re: Rocks - Why not?
Post by: TheBadger on September 13, 2015, 01:43:54 PM
Where you been anyway? Well, just keep making new images!  8)