New work in progress WHeeee!
WOW...that's some awesome displacements man...interested to see where this goes....
Wow, cool rocks!
Gonna fiddle with the shaders to see if I can get a lava mixed with grass effect, will take some time I'm sure..or a few more beers LOL!
Looks like ancient, giant, lava flows that have cooled. Very nice.
Agreed, those would look nice with a very blackish and dark red semi-shiny shader with a low roughness noise.
looks cool.
Very cool displacement!! Minor crit: I'd work on the clouds to make them a bit more interesting or leave them out completely. Just a thought...
Hey Clay...any chace of a .tgd or .tgc of those cliffs? I'd really dig seeing what you've done....
Quote from: Hannes on January 13, 2016, 04:45:30 AM
Very cool displacement!! Minor crit: I'd work on the clouds to make them a bit more interesting or leave them out completely. Just a thought...
I'm sure the clouds are just a placeholder for scene lighting.
Quote from: bobbystahr on January 13, 2016, 12:17:06 PM
Hey Clay...any chace of a .tgd or .tgc of those cliffs? I'd really dig seeing what you've done....
That would be awesome.
Ok,, thx for all the comments and crits, am "tweaking" a few things at the moment, but I'll upload the base file now if you all want to play around with it, the lava effect seems to want to take forever to render when I add a water shader to the black lava glass type thing. anyways I'll upload it here in a minute or so.
coolness
Great rocks.
Could look interesting with some wet parts in the foreground as coastline.
I agree with Hannes... Some more work on the clouds?
Quote from: DocCharly65 on January 14, 2016, 02:49:40 AM
Great rocks.
Could look interesting with some wet parts in the foreground as coastline.
I agree with Hannes... Some more work on the clouds?
just placement clouds
Another view
Been messing around with it...got populations on it but it used 2 different Compute Terrain shaders. Will post when I get a render I let finish without finding flaws. In some extreme displacements I can see light ripping through and upping the Displacement Tolerance of Planet 1 didn't help....admittedly they are tiny and could be covered by a veg or something but keep an eye out for em. I didn't notice till I textured it at my selected view.
here's a lo res test
Interesting, I can't get plants to settle on the terrain, copy pasting coordinates etc grrr
Quote from: Clay on January 15, 2016, 05:28:35 PM
Interesting, I can't get plants to settle on the terrain, copy pasting coordinates etc grrr
I think I had to add a compute terrain..Check out this ,tgd...there was one after this but I think this is the one from the render.
You have a lot of overlapping and intersecting displacement (very messy geometry) so it's definitely going to be very difficult for the Water Shader to render (hard to resolve refraction paths).
- Oshyan
Like your 2nd image a lot. Like bobbies go too.
Played with the file a little bit. It makes some interesting structures but the high level of the Perlin Billows displacement produces broken or ripped texture black areas in the rock. The broken spots resemble cracks but they aren't really "good" cracks because the texture is lost or corrupt in the crack and they look black when direct light is shining into them.
To me this means the displacement needs to be backed off or smoothing turned on in the compute terrain, probably both.
There's just too much intersection going on, but it's hard to build up quite extreme displacement without the planet folding into itself.