Started out after I saw a photo of Glencoe, trying to emulate that effect. Not entirely succesful, hence the hyphens.
Had no idea what Glencoe was until I saw this image, so Googled it. This seems to be pretty close to many photos posted on the internet
Quote from: masonspappy on August 16, 2016, 02:54:10 AM
Had no idea what Glencoe was until I saw this image, so Googled it. This seems to be pretty close to many photos posted on the internet
I could repeat exactly the same story :D
Very beautiful and authentic image!
Oh yeah, love this one big time Ulco
Once again you have incorporated the features of this program to such perfection. I try and try to achieve similar results and only occasionally succeed.
Surface layers with slope and altitude constraints, or a merge shader linking strata and outcrops?
Like the low cloud layer or height of terrain.
Great glen either way!
:)
I know Glencoe well - this is very close!
Thanks guys. In that case, Mick, I have to work a bit harder on it ;)
@luvsmusik: you should try a compute normal (patch 20-50) after the initial terrain, then add a surface layer with slope restiction and a rather large scale PF (100/1000/50) as mask, then add some (normal and lateral) displacements and (again masked by another PF) strata shaders (play with the variables!) as a child. Then a fractal warp. Quite easy to get this kind of terrain then (though I included some masks from Daniil's erosion shader to get the gullies, which I later filled with large rocks). Not even a compute terrain is needed after the fractal warp, for speed of rendering. Then some layers of ground colors.
Beautiful. The rock work is sublime and the atmosphere is evocative. The history of Glencoe only adds to the somber beauty and whether intended or not the image's misted landscape seems appropriate. For fans of "The Game of Thrones" the Glencoe Massacre served as the basis for the "Blood Wedding" episode. As my last name is Campbell, many folks named MacDonald and McKenzie have given me a bit of humored comeuppance over the years. Great image Ulco!
I like it. Especially the left side.
I love this image. It reminds me of many of the scenes I have tried to create. Almost like coming home again - kind of : )
Quote from: Dune on August 16, 2016, 11:21:48 AM
... you should try a compute normal (patch 20-50) after the initial terrain, then add a surface layer with slope restiction and a rather large scale PF (100/1000/50) as mask, then add some (normal and lateral) displacements and (again masked by another PF) strata shaders (play with the variables!) as a child. Then a fractal warp....
Know how he feels....
All it needs is a stream in the gully bed ;)
I like so much mountain formations and colors and atmosphere.. Amazing image! ;) ;D
@ Masonpappy.....about ready to set camera path around circle SSS and let animation begin, LOL. How did I ever figure out script animation?
Yeah, I thought about a stream, but didn't do it. The problem with the erosion shader is still that it doesn't exactly follow the lower areas. I'd love to be able to do a 'soft' (adjustable) erosion, where a mask can be produced that follows the lowest points from high to low. I used his shader here, but only for the gully mask and the wear mask (for the rocky outcrops), not for real erosion, so it wasn't in line, but sidelined. Some seeds produced gullies going across bulges in the terrain, so that was no good.
Anyway; update. Some seeds further and another area, also added a global cloud, but even with default settings there's grain in one cloud. I left the gullies out now.
Yeah, I've had the graininess problem too - had to use insane settings to get rid of it!
That's one thing I don't like about the new clouds; they are slow. Magnificent, but slow, and I am a very inpatient person ;)
The second one is again a "classic Dune" - absolutely marvelous!
I am really not a passionate walker but here I 'd spend an afternoon to explore the region :)
I didn't use the erosion shader for a long time. Last time I got the message "test period expired" and I didn't care about any more. I'll have to check if it works in TG4 again or if I find the "full version" on NWDA.
The clouds are really extremely slow and have some other little issues. But Oshyan already told me in another post that they are working on improving the performance.
Yes, you get that notification, but it works nonetheless. Just copied it to the plugins folder of the alpha or beta TG.
Good news and important information. Thanks Ulco!
I've made a new setup, this time with a track going down the valley; this is the first reasonable render. Trying to do as much as possible to speed up rendering with just one compute normal node patch 20. No soft shadows yet. V2 clouds, so this render was done in 30mins. Next will be a test with V3 clouds, with copied settings, though I immediately notice that I have to change settings to get kind of the same effect.
Used Daniil's erosion shader indirectly again to get a wear area mask for rocky outcrops (not that it is logical, but it yielded a better mask than just a PF), and a flowmap to create some gully-like displacements in the slopes.
I am very much liking this last render. The colors look very nice and the mossy surfaces. Very much Scotland.
I hope we see more updates to the Erosion Shader soon.
Daniil is working on it, but this version is very useful already. You can do a lot with it using it plainly, and with a little imagination and experimentation even more.
The current version?
Nice set Ulco
@AP: you don't have it? Check this thread, it's probably there: http://www.planetside.co.uk/forums/index.php/topic,20752.0.html (http://www.planetside.co.uk/forums/index.php/topic,20752.0.html)
Update, with a little Easy Paint added.
Beautiful, Ulco! Very painterly.
This is really beautiful. Painterly indeed. One of my favourite words that!
The erosion shader can be blended and faded in and out, being connected to the child of a distribution shader, but I get what you mean. It's still an approximation of erosion rather than an actual simulation of it.
I used a soft SSS circle with a decreased color grey to mask the blending/masking of the shader, but didn't connect the output of the erosion shader back to the main line, but diversed the scalar to blue/red/green nodes through color adjusts to mask inputs of surface layers doing their thing with their children (so to speak :P). I have to do some more experiments, as it would be great if the actual terrain would be eroded such that you get nice downward gullies. In the left corner you can see some of the flowmap being displaced down, which is not as the terrain slopes.
Haha, I know what you mean, don't worry. Been using those masks to fake the appearance of erosion too. They're good for slopes of scree and the like.
I'm now trying a direct erosion, but a bit subdued, after the lateral outcrops and all.... see what comes out.
Great again!
Though I prefered the first terrain a bit more. It was just more open ... (but only as personal taste)
Nice rain mood! :)
Not really Glencoe, but it was hyphened anyway, so I'll post this here.
Like this one. A good near-and-far render.
Love the last Glen coe but there's no flies on this massive cliff render either. I personally would like to see a screen grab of how you configure those Daniil gully erosions Ulco...And uh what's Easy Paint?
Nicely done!
@ Bobby; you haven't found the Easy Paint node yet? A very nice new feature; one click and you've got some great looking waterfalls ;)
I just painted them in Photoshop... ssst
If you add the Daniil erosion shader, but do not link the output to the normal line of nodes, but only to some blue nodes (convert... blue to scalar, + red, + green) as a sort of sideline, check all necessary stuff in the erosion shader, then output any of the blue nodes (through color adjust if needed) to the mask input of a surface shader, you get the maps to work for you. As it's not really inserted, it doesn't really erode, but you can use the maps to add some displacements at the maps white areas. Got it?
Quote from: Dune on September 04, 2016, 02:29:03 AM
@ Bobby; you haven't found the Easy Paint node yet? A very nice new feature; one click and you've got some great looking waterfalls ;)
I just painted them in Photoshop... ssst
If you add the Daniil erosion shader, but do not link the output to the normal line of nodes, but only to some blue nodes (convert... blue to scalar, + red, + green) as a sort of sideline, check all necessary stuff in the erosion shader, then output any of the blue nodes (through color adjust if needed) to the mask input of a surface shader, you get the maps to work for you. As it's not really inserted, it doesn't really erode, but you can use the maps to add some displacements at the maps white areas. Got it?
Sadly no I hadn't found that yet...thanks for the mask making work out...will play with that.
O K Ulco, y got me...looked everywhere and no Easy paint shader..good one!
It's right next to the Cool render button! ;)
;D ;D ;D
Spent 1/2 an hour lookin for it, hah hah hah hah ha
See how they treat us? ;D ;D