As the title says; a little Sunday experimentation. 200m fake stones, also using the smooth voronoi, some strata and one compute normal.
The ruin is a little experiment of a LW built house taken into ZBrush for some 'erosion'.
Pretty cool. Looks like the mt is melting under the sun :D
V2. Added some cracks.
Wanna put this into NWDA? I would buy it just to learn how it is done. (I am not very good on making good rocks)
Quote from: Dune on November 13, 2016, 11:47:56 AM
As the title says; a little Sunday experimentation. 200m fake stones, also using the smooth voronoi, some strata and one compute normal.
The ruin is a little experiment of a LW built house taken into ZBrush for some 'erosion'.
Thanks for the reminder, I have a project of this nature for back when I had no computing power that I'd been meaning to re try on Godot(arrived).
Here it is, goes back a few months, Jan 13 2016
Quote from: Dune on November 13, 2016, 12:09:50 PM
V2. Added some cracks.
heh heh, keep on tweakin....
Crazy cool technique Ulco. Nice results, interested to see where this "experimentation" leads.
It leads to this, as I forgot to add some billowed roughness, though the GISD is a bit too much now (1.5). I'll think about polishing up for NWDA. It's a mess now.
Let's call it "Building the Ark". Took 1.5 hours @ 0.6 and 6, soft shadows and V3 clouds (no easy cloud). No compute terrain needed.
Probably one of the nicest fake stones I have seen!
Well done!
Have you had any 200metre pancakes or fanstones?
:)
Nice experiment. To me V2 is more convincing than V2-1, most likely a
personal preference, though.
I loved v2. This latest one is nice, too, just different. Amazing what one can get out of 'fake' stones.
Looks nice Ulco.
Well, fake stones are nothing more than displacements out of the planet, but the nice thing is that they have very sharp edges. For some uses that's troublesome, but here it serves a purpose. So if you have the basic displacement of those stones followed by a compute normal, you can add all sorts of laterals and strata, mixed and masked at will. One little hint: if you add a tex shader as a child to a PF masked surface shader you get interesting results ;)
Quote from: Dune on November 15, 2016, 02:14:55 AM
Well, fake stones are nothing more than displacements out of the planet, but the nice thing is that they have very sharp edges. For some uses that's troublesome, but here it serves a purpose. So if you have the basic displacement of those stones followed by a compute normal, you can add all sorts of laterals and strata, mixed and masked at will. One little hint: if you add a tex shader as a child to a PF masked surface shader you get interesting results ;)
I'd like, if it's not too much hassle, to see a screen grab of those nodes...having no luck atm...
Well having a bit of luck using the by gosh and by golly method but still would like to see a node network view...
I am with Bobby Stahr here. I saw your hint but when you say masked, do you mean masked to eliminate something else? Or just hook it into the mask input option? Or do you mean, I already hooked up the PF and that is the mask? Sorry, I am not stupid, just lots of nodes.
Suffice it to say, we all spent yesterday trying to replicate or imitate your rocks, or untangle our own messes. ;D So that should be flattery enough ;D
Quote from: luvsmuzik on November 15, 2016, 03:56:00 PM
Suffice it to say, we all spent yesterday trying to replicate or imitate your rocks, or untangle our own messes. ;D So that should be flattery enough ;D
What he said
I'll grab something later, but the TEX coordinates thing is just a surface layer masked by a PF, to get a patchy computation of the tex coordinates, so only there the effect of it is going to appear. The TEX shader takes its info out of thin air (like the distribution shader), so it doesn't need any input.
Well, and it's good for you guys, to do some exploring yourselves... best way to learn ;)
Quote from: Dune on November 16, 2016, 03:04:43 AM
I'll grab something later, but the TEX coordinates thing is just a surface layer masked by a PF, to get a patchy computation of the tex coordinates, so only there the effect of it is going to appear. The TEX shader takes its info out of thin air (like the distribution shader), so it doesn't need any input.
Well, and it's good for you guys, to do some exploring yourselves... best way to learn ;)
But the brick wall is starting to hurt, heh heh
Interesting and in the last iteration best looking experiment!