Two versions.
They look both nice.
If the lower right small stones part was a little more random i would prefer maybe the second one.
Yes, that's just one fake stone size, I may have to add more.
Great streams! You are a TG Magician for sure!
Well, you know what it's like with me; I try some different displacement lines, see what they do... and a landscape evolves with some additional stuff. But I'm not satisfied yet with my initial intentions ;)
I tried also to get the water to be warped with the stones, as if water is being pushed aside by them, so I used the mask for the stones to do that, but it's not perfect yet.
Both very fresh and nice :)
But I prefer the first one. I cannot explain why I have the feeling that the water looks more "wet" in the upper image.
Anyway most of the stones in the first one look better because of the reflectivity. I think you could make most of them even darker and wet. I think you can say that almost all of the stones in the stream are wet at this water speed. What do you think?
Both are lovely but ver 2 rocks(excuse the pay on words)
Splendid work !
Quote from: bobbystahr on September 08, 2016, 10:13:42 AM
Both are lovely but ver 2 rocks(excuse the pay on words)
Done very well. Rock solid, you might say....
Great work, Ulco! I really can't say which version looks better to me, but I agree that the water in V1 looks wetter (more wet?).
Very nice, I also prefer number 1.
How do you make the large rocks on the left going up the slope, are they large fake stones or part of the terrain? How do you make them "step-like" as it's very realistic?
Looking forward to seeing number 3.
It's already very good. I currently prefers the first!
You can almost see the water moving here. I particularly like that flat sharp edged rock on the middle right in v2. All great stuff again!
Ulco, this is crazy good!!!
This started out as a way to get large voronoi flattened rocks on a slope (with the stream meandering across), and small displacements and stones in the gullies. But the large voronoi are not visible anymore. The huge stones are huge fake stones indeed, masked to be within those gullies as well, and with 1 (later 2) masked strata shaders attached as texture input. I'll probably completely change it again, too much invisible stuff that can be dumped. I was actually going for something like these (not exactly, but kind of):
I'll keep your ideas about wetness of the stones in mind, and like to get more visibility in the warping of the water. It's too rugged now to see.
This project will be very nice!
In the pics of your last post I can see that the water is not very deep or especially in the first image it's flowing quite slow. In that case it's ok that the stones keep dry.
In your renders I have the feeling of fast flowing and a bit deeper water, what is the reason that I was prefering the image with the more wet stones.
(I even would think it could be nice to have small drops falling into the grass and over the stone group in the middle)
Very curious, where this goes :)
I'll do my best ;)
Quote from: DocCharly65 on September 09, 2016, 02:52:52 AM
This project will be very nice!
In the pics of your last post I can see that the water is not very deep or especially in the first image it's flowing quite slow. In that case it's ok that the stones keep dry.
In your renders I have the feeling of fast flowing and a bit deeper water, what is the reason that I was prefering the image with the more wet stones.
(I even would think it could be nice to have small drops falling into the grass and over the stone group in the middle)
Very curious, where this goes :)
Totally agree with this.
This is such a beautiful image. It brought back memories of holidays and so on. I actually sighed a breath of relief.
Hi Ulco!
The 'believability' factor is to the max here; the detailing is meticulous and exquisite!
(as always!)
- But you are Dutch... so this can be expected, I know!!
:)
:)
Quote from: Dune on September 08, 2016, 09:25:19 AM
I tried also to get the water to be warped with the stones, as if water is being pushed aside by them, so I used the mask for the stones to do that, but it's not perfect yet.
Both are very nice. Have you tried warping the water with the stones themselves, or with a combination of the stones and the mask?
The stones themselves are too hard for subtle warping, I've tried that before. You get very hard edges in the water. But there are ways.... (no doubt).
Softening the stones with a compute normal might work, although it's tricky because the stones don't always get softer but just 'different'
Or extracting a mask from the stones and blur it in Photoshop. But that would only work local of course.
Thanks for thinking along, René. I try to use as little compute nodes as possible, and also don't like making a mask and then reimporting. It should all be in one go. But there are other ways (like taking it through a displacement to scaler and then a smooth step).
I'm experimenting with some flat rocks now, getting along quite nicely.
Here we go, just what I been awaiting...Rene and Ulco jamming...woo hoo...
;)
After an almost 4 hour render this came out. It's not nearly what I had in mind, but learned some stuff again. The water takes awfully long, especially the shiny foam parts, so I have to change some things anyway.
No water warping here, despite the title ;)
The rocks look fantastic!! A bit darker colour where the rocks are wet would be nice. Looking forward to the next iterations.
Incredible!
How do y get it apparently flowing downhill like that?
What puzzles me is how you can set up a node array like that and not get headaches?
Quote from: masonspappy on September 11, 2016, 11:30:32 AM
What puzzles me is how you can set up a node array like that and not get headaches?
Heh heh...meat ooh
Last one is great again.
Perhaps a bit more structure to the foamy things in the water?
Quote from: masonspappy on September 11, 2016, 11:30:32 AM
What puzzles me is how you can set up a node array like that and not get headaches?
I am always at the limit to not criticize anything that has more nodes than I understand ;D ;D ::)
and in Ulco's renders that's almost all the time so ::) ;)
But for improvement of my images I also ask colleagues here who are not involved in any graphics or design. They often give me simple and interesting hints.
@ Bobby: I don't know. Probably the stretched foam.
@ Masonspappy: as long as you name each node according to what it does, it's pretty good to read. Naming is crucial!!! If you just have a hundred standard nodes, you have to interpret the whole line, which is much harder.
@ Nils: I had displacement in the foam in my earlier attempt, but placed a RT-reflective shader after it, which caused the long render time. So I dumped the displacement and put the reflective before the foam (and added another non-RT after). Much faster. But I have to add some displacement again, you're right.
2 more versions as tests. Got something better than this brewing....
A few more trials.
I very like the Streamwarping_08 09 16_v3.2.
Very nice rocks water and compo!
Interesting rocks Ulco.
Better and better. I still think the edges of the riverbed should have some much darker and wet area where the water touches it.
Again, another great set Ulco
The undercuts at water level are a nice addition and enhancement. 8)
Enjoy seeing these trees every single time. ;)
Stop nagging, Hannes! I'll make it darker ;)
@Jochen; I'll try to use them more, but there are so many trees to use by now....