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General => Image Sharing => Topic started by: RArcher on October 25, 2015, 09:43:38 PM

Title: Cliff Wall Redux 2015
Post by: RArcher on October 25, 2015, 09:43:38 PM
Very similar setup to some of my old renders, but with a few new bits.
Title: Re: Cliff Wall Redux 2015
Post by: Kadri on October 25, 2015, 09:48:41 PM

Nice.
Title: Re: Cliff Wall Redux 2015
Post by: RArcher on October 26, 2015, 12:48:16 AM
Bigger cropped bit.
Title: Re: Cliff Wall Redux 2015
Post by: AP on October 26, 2015, 01:10:14 AM
The chiseled and flaky look of the rock looks good. I like the weathering stains as well. A nice added touch.
Title: Re: Cliff Wall Redux 2015
Post by: zaxxon on October 26, 2015, 01:23:56 AM
Very Nice! Can't help but love the light as well!
Title: Re: Cliff Wall Redux 2015
Post by: TheBadger on October 26, 2015, 03:22:25 AM
the light is great. And there is a lot of interesting things in those displacements too!
Title: Re: Cliff Wall Redux 2015
Post by: Dune on October 26, 2015, 03:48:54 AM
I love it, Ryan. Great flakiness and beautiful light.
Title: Re: Cliff Wall Redux 2015
Post by: mhaze on October 26, 2015, 05:08:23 AM
Superb!
Title: Re: Cliff Wall Redux 2015
Post by: DocCharly65 on October 26, 2015, 05:34:25 AM
Great - just great!
Title: Re: Cliff Wall Redux 2015
Post by: Rumburak on October 26, 2015, 01:34:09 PM
That's looking great.
Title: Re: Cliff Wall Redux 2015
Post by: Oshyan on October 26, 2015, 02:19:35 PM
Indeed, the "flaky" look is excellent. The colors are a bit unusual and highly saturated for my taste, almost like an overall color filter. But I know you like to stylize your work sometimes Ryan. ;)

- Oshyan
Title: Re: Cliff Wall Redux 2015
Post by: inkydigit on October 26, 2015, 06:34:24 PM
killer cliff, no faults from me! :)
Title: Re: Cliff Wall Redux 2015
Post by: WAS on October 26, 2015, 09:02:10 PM
The detail here is pretty awesome. Fun the follow the vertical differential erosion down the cliff face,.
Title: Re: Cliff Wall Redux 2015
Post by: TheBadger on October 26, 2015, 10:38:01 PM
Whats interesting to me is how the verticals are all actually vertical. They do not converge and cross anywhere. The shapes are clearly rectangular. But they are very narrow/thin. If they all could be wider to varying degrees in the horizontal, than would this not be a fully successful rectangular noise image? And can the horizontal be widened?
Title: Re: Cliff Wall Redux 2015
Post by: bobbystahr on October 27, 2015, 01:02:16 PM
WOW...nuff said.
Title: Re: Cliff Wall Redux 2015
Post by: Tangled-Universe on October 27, 2015, 01:46:21 PM
Quote from: TheBadger on October 26, 2015, 10:38:01 PM
Whats interesting to me is how the verticals are all actually vertical. They do not converge and cross anywhere. The shapes are clearly rectangular. But they are very narrow/thin. If they all could be wider to varying degrees in the horizontal, than would this not be a fully successful rectangular noise image? And can the horizontal be widened?

The noise functions are flattened. Unflattened they would simply look like where they came from, so either ridged or billowy or perlin-like. Unfortunately.

I have had succes with clamping the noise to get "blocks" and it works *perfect* on a flat planet/plane object.
However, any moment it has to follow a non-flat surface it becomes the story mentioned and discussed over and over again in the square noise threads; TG's texture system is 'projecting the noise top-down' over the terrain.
In Cry-engine you can use "tangent space normal mapping" which means that you can create a vdisp map/function which always displaces irrespective of its underlying surface.
We would need something similar in TG or at least a more "true 3D" way of surface interpretation by displacement shaders.
Title: Re: Cliff Wall Redux 2015
Post by: TheBadger on October 27, 2015, 04:42:52 PM
I see. I actually understood you too. Thanks for the clarity Martin.

Well, thats too bad though. I thought here and in ulco's thread, that there may be some testing of alpha stuff going on. But your post shows that people are just finding ways to force the current version to do more... Thats cool too, for sure, but I was really getting excited about a total solution to the original problem.

anyway, its still cool to watch the problem solving efforts, thats half the fun for me to come here. So thanks for that guys.