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General => Image Sharing => Topic started by: fleetwood on October 11, 2015, 11:18:39 AM

Title: Skcor Emor
Post by: fleetwood on October 11, 2015, 11:18:39 AM
eeek, more rocks

relieved by a bit of Ulco's heather

Title: Re: Skcor Emor
Post by: Oshyan on October 11, 2015, 03:19:39 PM
Actually rather lovely rough ground/rock texturing. Reminds me a lot of the rapidly eroding South Dakota Badlands:
http://www.nps.gov/badl/learn/photosmultimedia/images/0409-BADL-SD-1506.jpg
http://previews.123rf.com/images/bethpartin/bethpartin1307/bethpartin130700009/21027599-Close-up-of-white-rock-resembling-ax-head-against-black-rocks-Bisti-badlands-Stock-Photo.jpg
http://www.wornoutboots.com/wp-content/uploads/badlands/IMG_5371.JPG

- Oshyan
Title: Re: Skcor Emor
Post by: Dune on October 12, 2015, 02:46:48 AM
The middle one is Terragen! You can easily spot mogn's square noise  ;D
Title: Re: Skcor Emor
Post by: DocCharly65 on October 12, 2015, 05:21:34 AM
very cool rock!
Title: Re: Skcor Emor
Post by: Kadri on October 12, 2015, 06:12:30 AM

Nice texturing.
Title: Re: Skcor Emor
Post by: Hannes on October 13, 2015, 05:35:35 AM
Very realistic!!
Title: Re: Skcor Emor
Post by: inkydigit on October 13, 2015, 06:23:04 PM
Dig this rock stuff,
Real nice!
:)
J
Title: Re: Skcor Emor
Post by: fleetwood on October 15, 2015, 11:03:05 AM
Thanks for all comments
Here are two more experiments where I made a small height field, eroded it with a height field erode and used that to supply some displacement to the same base stones. One uses positive displacement and one uses negative. The negative seems to confuse the merge by height shader since it allows the gravel layer to appear in the large stone where it is very close to the ground on the left.
Title: Re: Skcor Emor
Post by: bobbystahr on October 15, 2015, 01:17:36 PM
Quote from: fleetwood on October 15, 2015, 11:03:05 AM
Thanks for all comments
Here are two more experiments where I made a small height field, eroded it with a height field erode and used that to supply some displacement to the same base stones. One uses positive displacement and one uses negative. The negative seems to confuse the merge by height shader since it allows the gravel layer to appear in the large stone where it is very close to the ground on the left.

Car to shar a screen grab of the network...can't aseem to get this idea up and running intriguing tho it is.
Title: Re: Skcor Emor
Post by: fleetwood on October 15, 2015, 01:29:06 PM
This is the basic idea. Height field is 65 meters by 65 meters has a high number of points 3000 by 3000 and centered over the stones. Just make it a child of a surface layer.
Title: Re: Skcor Emor
Post by: bobbystahr on October 15, 2015, 01:53:50 PM
Thanks..very cool idea. I've come up with some interesting stuff in my stumbling way so thanks for this and the added inspiration.and thanks for interrupting tour supper to reply..I see it's 6 ish where you are.
Title: Re: Skcor Emor
Post by: AP on October 15, 2015, 06:25:33 PM
That is a clever idea and very nice tiny details to add.
Title: Re: Skcor Emor
Post by: bobbystahr on October 15, 2015, 09:29:55 PM
Quote from: fleetwood on October 15, 2015, 01:29:06 PM
This is the basic idea. Height field is 65 meters by 65 meters has a high number of points 3000 by 3000 and centered over the stones. Just make it a child of a surface layer.

D'oh..My brain just sorted the title, ha ha ha ha ha ha
Title: Re: Skcor Emor
Post by: bobbystahr on October 15, 2015, 09:31:25 PM
Quote from: Chris on October 15, 2015, 06:25:33 PM
That is a clever idea and very nice tiny details to add.

It locked my machine up on the erode step sadly...not enough of something