Planetside Software Forums

General => Image Sharing => Topic started by: Dune on October 03, 2015, 02:56:18 AM

Title: sawas
Post by: Dune on October 03, 2015, 02:56:18 AM
I got this idea yesterday.
Title: Re: sawas
Post by: kaedorg on October 03, 2015, 03:51:40 AM
Bali - Indonesia

David
Title: Re: sawas
Post by: mhaze on October 03, 2015, 04:06:17 AM
Impressive!
Title: Re: sawas
Post by: archonforest on October 03, 2015, 06:36:27 AM
I can imagine a 3rd person shooter game here.
Very nice.
Title: Re: sawas
Post by: Jo Kariboo on October 03, 2015, 08:32:50 AM
Very nice !!!
Title: Re: sawas
Post by: Kadri on October 03, 2015, 10:18:24 AM

I think you made these very fast in a test kind of approach?
They have much potential and look already good Ulco. Will you play more with them?
Title: Re: sawas
Post by: fleetwood on October 03, 2015, 10:42:14 AM
Looks like it has good possibilities.
Title: Re: sawas
Post by: bobbystahr on October 03, 2015, 07:36:30 PM
I got rice paddies from 2 and 3...Indonesia seems 'bout right.
Title: Re: sawas
Post by: Dune on October 04, 2015, 03:02:28 AM
Almost everything I do is from a test of some sort, and then I kind of like it, and add some stuff. And then abandon it for another idea  ;) So I'll keep this stored for other times maybe.

Terrain, compute normal, zero octave strata masked by min/max slope (and whatever), then compute normal again, then raise (offset in surface shader by 50cm) by min slope of 1 for the edges (so keep water flats flat), then add some displacement by min slope, then populate using slopes also. Water is a reflective shader at max slope of 1.
Title: Re: sawas
Post by: bobbystahr on October 04, 2015, 10:54:37 AM
Quote from: Dune on October 04, 2015, 03:02:28 AM
Almost everything I do is from a test of some sort, and then I kind of like it, and add some stuff. And then abandon it for another idea  ;) So I'll keep this stored for other times maybe.

Terrain, compute normal, zero octave strata masked by min/max slope (and whatever), then compute normal again, then raise (offset in surface shader by 50cm) by min slope of 1 for the edges (so keep water flats flat), then add some displacement by min slope, then populate using slopes also. Water is a reflective shader at max slope of 1.

Well Ulco, like you I start ramdomly and to that end I tried, unsuccessfully tried, to set up this set up but apparently just don't get; it but I am getting something cool any way. Would you mind posting a screen grab of the nodes...don't really want your set up...just a starting point I've never been to.
Title: Re: sawas
Post by: Dune on October 04, 2015, 12:14:25 PM
Here you go, Bobby.
Title: Re: sawas
Post by: bobbystahr on October 04, 2015, 12:19:36 PM
Christmas in October, heh heh heh...thanks man...will play with the nodes before I open the .tgd, just to see where I get to on my own.
Will also share the weird one I came up with in my 'off the wall' interpretation of the original text post. I did all that stuff in the terrain node in the Shaders area....
Title: Re: sawas
Post by: mhaze on October 04, 2015, 01:02:48 PM
Thanks for that Dune - more or less worked it out but your .tgd solved the glitches.
Title: Re: sawas
Post by: Ariel DK on October 04, 2015, 01:49:33 PM
is a nice project, and if you ask me the best i seen from you  8)
Title: Re: sawas
Post by: DocCharly65 on October 04, 2015, 02:24:54 PM
Quote from: archonforest on October 03, 2015, 06:36:27 AM
I can imagine a 3rd person shooter game here.
Very nice.

Funny thing - on first sight I thought about FarCry ...  :D

But anyway outstanding work!