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General => Image Sharing => Topic started by: Dune on August 26, 2016, 01:52:48 AM

Title: The Walking Trees of Kepler-452b
Post by: Dune on August 26, 2016, 01:52:48 AM
Started as a test to see how the scalefilter in the fractal warp works. I first made it a kind of alien landscape (which needed some weird but logical trees), but I didn't like it, so made it earthlike again. The latter took 76 minutes to render.
Title: Re: The Walking Trees of Kepler-452b
Post by: DocCharly65 on August 26, 2016, 03:32:47 AM
Both are wonderful Ulco!
Title: Re: The Walking Trees of Kepler-452b
Post by: AP on August 26, 2016, 05:04:07 AM
The first one is very other worldly. The effect of the lighting looks neat. The second one is wild as the trees seem to compliment the look of the terrain in an interesting manner.
Title: Re: The Walking Trees of Kepler-452b
Post by: Kadri on August 26, 2016, 07:46:02 AM

Looks interesting. Both of them.
Title: Re: The Walking Trees of Kepler-452b
Post by: ajcgi on August 26, 2016, 07:47:52 AM
Stonking! Those cliffs are something else.   8)
Title: Re: The Walking Trees of Kepler-452b
Post by: gao_jian11 on August 27, 2016, 02:54:19 AM
The second picture of the grass is very good .  Is a program or object .
Title: Re: The Walking Trees of Kepler-452b
Post by: Dune on August 27, 2016, 08:23:35 AM
It's just the internal grass population, with ground colors fed into the default shader through a transform shader set to world position. The grass object itself with X and Z reduced to 50%, blade length 0.5 or so, less blades (3000), and slightly sunk. And rotated with terrain. 
Title: Re: The Walking Trees of Kepler-452b
Post by: bobbystahr on August 28, 2016, 02:19:23 AM
2 amazing scapes Ulco...your tree as always are strange beyond belief almost...
Title: Re: The Walking Trees of Kepler-452b
Post by: bobbystahr on August 28, 2016, 04:14:55 AM
Quote from: Dune on August 27, 2016, 08:23:35 AM
It's just the internal grass population, with ground colors fed into the default shader through a transform shader set to world position. The grass object itself with X and Z reduced to 50%, blade length 0.5 or so, less blades (3000), and slightly sunk. And rotated with terrain. 

1 further query, what are you plugging into the Scale on the FW shader? Thanks for starting this thread and as a consequence kick starting me.
Title: Re: The Walking Trees of Kepler-452b
Post by: Dune on August 28, 2016, 07:56:52 AM
Good question, Bobby. Try a PF with not too small smallest size (I think I used 100m or so), and colors ranging from 0.5 to 1. Where the fractal is white you get warp, where it's grey, it's less. If you increase the warp you can get some nice 'quarry-like' areas.
Title: Re: The Walking Trees of Kepler-452b
Post by: bobbystahr on August 28, 2016, 12:00:54 PM
Quote from: Dune on August 28, 2016, 07:56:52 AM
Good question, Bobby. Try a PF with not too small smallest size (I think I used 100m or so), and colors ranging from 0.5 to 1. Where the fractal is white you get warp, where it's grey, it's less. If you increase the warp you can get some nice 'quarry-like' areas.

Thanks Ulco, kinda what I was playin around with but hadn't done B&W...for some reason I used 2 actual colours...sigh...it was late at nite here is my excuse....
Title: Re: The Walking Trees of Kepler-452b
Post by: gao_jian11 on August 30, 2016, 06:46:04 AM
 Thank you dune , I trying to you set up in the grassclump .
Title: Re: The Walking Trees of Kepler-452b
Post by: Dune on August 30, 2016, 10:44:53 AM
I made you a quick file (old version of TG).
Title: Re: The Walking Trees of Kepler-452b
Post by: Hannes on August 30, 2016, 11:07:25 AM
Great, Ulco!!!
Title: Re: The Walking Trees of Kepler-452b
Post by: bobbystahr on August 30, 2016, 06:48:32 PM
Quote from: Dune on August 30, 2016, 10:44:53 AM
I made you a quick file (old version of TG).

heh heh, quick for you...I've been trying since I first started and have come no where near this...thanks for sharing. I shall consider this a tutorial of sorts.
Title: Re: The Walking Trees of Kepler-452b
Post by: Mr_Lamppost on September 10, 2016, 09:53:34 PM
Quote from: Dune on August 27, 2016, 08:23:35 AM
It's just the internal grass population, with ground colors fed into the default shader through a transform shader set to world position. The grass object itself with X and Z reduced to 50%, blade length 0.5 or so, less blades (3000), and slightly sunk. And rotated with terrain.

Thanks for sharing your settings, I don't remember when I last used the internal grass but spent some time earlier using your settings as a starting point and got good results.  The only thing I couldn't reproduce was the lighting so I eventually gave up and downloaded your example.  Should have thought of the over bright diffuse in the default shader  ::)