Its usually quite tough to get that "crackly dry caked mud rock" look on terrain. Mojo got it to a point, but the interface was hideous to me. Bryce, and TG1, it had to be faked. I'm loving this new TG2.
Here is an image I just rendered in about 12 minutes, using 7 levels of fake stones on top of one another, with the sizes increasing and density decreasing as the layers increase. These bumps and ridges are real. I did use a custom image map for the base texture, but it only adds a slightly varying effect. I tried it without, and it looked about as good.
damn that's good ! Any chance of posting the terrain file so we can take a look ?? ;D
what he said. lol
heheh yea ;)
Ok here is the file, but it includes a link to a file thats located on my local machine, so not sure what type of error it will give ?
You can just change that file location to another image of your own, or simply remove it and add color and displacement.
nice thanx. def' learned a couple things. :P
Thanks... I just learnt a few things too.
Very nice work. Quite a realistic effect!
- Oshyan
if you plug a reflection shader onto the output of the pebble shaders, it gives a rather nice effect (or it did with the photo I was using as a texture.) Takes forever to render though
Thanks for the file. GREAT WORK!
beautiful! thx for sharing :)
WOW! :)
monks
Yea, I added a reflection shader just after I posted the file, and it took forever to even get past the initial sampling process, so I gave up. I was hoping to get a similar effect to the Luc Bianco canyon image with the "wet" rocks, which looks amazing. I just need more patience at this point (or another PC to render on as well ;) )
This app is WELL worth the price paid, thanks Planetside.
great :D added to my l33t tutorial thread.
Quote from: moodflow on December 30, 2006, 02:27:23 PM
I just need more patience at this point (or another PC to render on as well ;) )
This app is WELL worth the price paid, thanks Planetside.
I
so need to walk out of the office with one of the servers under my arm :)
Quad Xeon processors and stupid amounts of RAM - wonder if they'd miss one heh
:o Please share.
nice man, great effect and detail...
had to have a play with this one :) came up with this.
Thats pretty cool but why is there a discontinuity right down the middle of your image? Did you do that trick for dual core processors where you render each half of the image in a different instance of TG2?
The texture will be set to repeat twice and it will be aligned with the camera. There is a line horizontally too. It would work better if it was a seamless texture.
yep, no discontinuity, just the way the texture tiled :(
wow thats awesome. im gunna have to try that now.
very beautiful work, and thanks for sharing!
Frank if you take a server get me one too!
Great use of the fake stone shaker I love the results.
Regards,
Will
crazy monkey
Nice pic
I have found that some image shader pics tile into 4 quadrants and if you go to projection type it will be "through the camera" - by accident I found that by making the projection type "UV ojbect" and then going back to "Through the camera" the image shader pic is now just 1 pic
Hope this will help
Mike
That maneuver sounds like a bug, doesn't it?
Quote from: groverwa on January 16, 2007, 07:20:25 PM
crazy monkey
Nice pic
I have found that some image shader pics tile into 4 quadrants and if you go to projection type it will be "through the camera" - by accident I found that by making the projection type "UV ojbect" and then going back to "Through the camera" the image shader pic is now just 1 pic
Hope this will help
Mike
calico
does this happen to you??
anyone else have the problem??
Mike
nice job moodflow...thanks for sharin...I have learnt something today!!
Quote from: inkydigit on January 17, 2007, 10:20:49 AM
nice job moodflow...thanks for sharin...I have learnt something today!!
No problem! I think if we all work together and try to tackle certain aspects of image making, we can come up with a library of amazing resources. Thats my goal atleast.
I took Moodflow's tgd and removed the image. Then colored the last couple of layers of rocks - so I could see it working...
(http://stones-test-2stones.jpg)
Then I thought it would be interesting to see if I could put some of the detail onto the largest rock. Its already calculated so I attached it from two layers earlier. Yuk... but whats that on the left ?
(http://stones-test-2stonesassurfaceshader.jpg)
Closer examination reveals that the idea is there but I can't control it. Looks inside out.
(http://stones-test-7surfshade.jpg)
So try some experiments with inverse and lo and behold this.
(http://stones-test-7surfcalc.jpg)
I think we could use this mechanism in other places. Would anyone like to continue along this vein ?
I am sure we can improve this... more displacement somehow ?
Maybe there is an easier way to sort-of normalise than this ?
If you attach it to the blendshader it'll crash :-(
Wow! Amazing stuff there... nice work!
Turns out we don't need the "compute normal" :-)
Here is a render and a simplified tgd with two levels of reuse of earlier levels for surface shaders
Man, how did you guys make the texturing for your rocks? I kinda know my way around Photoshop, and I'm still kinda a beginner at TG2... but I've got no idea how you made such amazing textures.
Huge props to you guys, crazymonkey and moodflow, truely some incredible pics.
-A