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General => Image Sharing => Topic started by: AP on November 06, 2015, 02:40:19 AM

Title: Salt Flats
Post by: AP on November 06, 2015, 02:40:19 AM
All function nodes with one Strata and outcrops shader and some Fractal warp shaders to make it appear eroded. A WIP with some plants needed, perhaps more clouds and some slight touch up for final.
Title: Re: Salt Flats
Post by: Dune on November 06, 2015, 03:27:24 AM
Nice. You have some heavy displacement going on, and I think for a final you need to force all edges (slower). What if you do the salt with a default shader with a little shine, luminosity and translucency, and perhaps a little whiter with patches of dirt.
Title: Re: Salt Flats
Post by: AP on November 06, 2015, 03:54:49 AM
I intend to Force all edges but this time it did not cross my mind. I could try the Default shader ideas and see how it looks. Adding some whiter spots is possible.
Title: Re: Salt Flats
Post by: DocCharly65 on November 06, 2015, 04:21:24 AM
Good luck Chris.
I am curious how it developes. I already like the first one.
Title: Re: Salt Flats
Post by: bobbystahr on November 10, 2015, 10:08:23 AM
looking good..following this image...
Title: Re: Salt Flats
Post by: Hannes on November 10, 2015, 10:14:54 AM
Me too. Looks promising. I think the displacement is too strong.
Title: Re: Salt Flats
Post by: AP on November 10, 2015, 11:13:33 PM
Almost ready for round two. I have to render it over night.
Title: Re: Salt Flats
Post by: AP on November 11, 2015, 04:40:47 PM
Round two did not work out so well. Vegetation placement is an issue. Maybe just limit the amount more? Force all edges did not work either.
Title: Re: Salt Flats
Post by: Dune on November 12, 2015, 02:27:53 AM
Mmm. Some strange things going on here. The hole is weird, maybe a different seed may have it gone. But why is object placement an issue? Don't you have the ground worked up from PF's? They can be used as masks to place stuff. I do like the tiny salt ridges at the water's edges.
Title: Re: Salt Flats
Post by: AP on November 12, 2015, 03:43:03 AM
Changing the seed is a good idea. The objects do not seem realistically distributed. I may have to redo that part entirely. No Power fractal shaders for the ground, it's all Functions.
Title: Re: Salt Flats
Post by: Dune on November 12, 2015, 07:31:30 AM
Well, feed the functions into a color adjust and extract a map out of it.
Title: Re: Salt Flats
Post by: AP on November 13, 2015, 12:11:08 AM
Sure, that is possible.
Title: Re: Salt Flats
Post by: DocCharly65 on November 13, 2015, 02:43:38 AM
Mhh... I'm not sure but I think I had a similar issue: In my "planet of the apes-terrain" all populations were placed unvisible under the surface.

When I choose a surface shader instead of the default "Compute Terrain" in anchor, then the populations are ok.
Is this a similar effect?

Single objects work as usual.
Title: Re: Salt Flats
Post by: AP on November 13, 2015, 03:45:49 AM
No, i don't have that issue. I have it figured out already.    :)