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General => Image Sharing => Topic started by: Volker Harun on October 29, 2007, 07:35:25 PM

Title: The Last - Work in Progress
Post by: Volker Harun on October 29, 2007, 07:35:25 PM
The attached image is a try to get some realistic looking architectual procedurals. It uses the hints Efflux shared in various threads.

The displacements are a max of 70m high, the shadows will need some soft light settings.

More to come ...

P.S.: The colour shades are caused by J Meyer's clouds discovery.
Title: Re: The Last - Work in Progress
Post by: old_blaggard on October 29, 2007, 08:41:54 PM
Holy crap!  This looks amazing!  How did you manage to get those pipe shapes?  Volker, you've really struck it big here.
Title: Re: The Last - Work in Progress
Post by: nvseal on October 29, 2007, 08:48:23 PM
I comlpletely agree with Old_blaggard. This is looking freaking amazing! Can't wait to see the final...and maybe even...a tgd. ;) Anyway, keep up the good work.  :o
Title: Re: The Last - Work in Progress
Post by: dhavalmistry on October 29, 2007, 08:51:33 PM
a sci-fi industrial area....geez it must be one hell of a complex node network....did you use anything else other than functions like image masks or something??
Title: Re: The Last - Work in Progress
Post by: cyphyr on October 29, 2007, 09:07:22 PM
This is lookin' very sweet indeed. Cant wait to see the final.
Richard
Title: Re: The Last - Work in Progress
Post by: bigben on October 29, 2007, 09:22:18 PM
Looking very good.

It looks like overlapping displacements... might be interesting to multiply the displacement functions to get more block-like structures than "pipes"?
Title: Re: The Last - Work in Progress
Post by: efflux on October 30, 2007, 03:38:15 AM
Cool work Volker. I never got back to this cityscape idea. I thought there might be to many limitations but maybe not. I especially like the colours you've used here and the pipework look. Does this take a while to render?
Title: Re: The Last - Work in Progress
Post by: FrankB on October 30, 2007, 03:44:47 AM
Great stuff, Volker. That's going to be pretty useful for distant views. Looking forward to the tgd.

Regards,
Frank
Title: Re: The Last - Work in Progress
Post by: Volker Harun on October 30, 2007, 04:47:04 AM
Attached is a view of the nodes.

The pipe-look is due to the Merge Shader in the 'BuildingScale'-group.
It gets two versions of combined positive by negative building shapes.

Thanks for the backslapping, I'll continue soon.

Volker

Efflux: It is slow, the above render took 1 hour (yawn).
Title: Re: The Last - Work in Progress
Post by: efflux on October 30, 2007, 04:59:25 AM
I started down this road but was thinking in a Mojo way so thought there were some limitations but maybe it's got a lot in it. My original graph was not good but I never got around to fixing it. Renders were slow which made it hassle. I noticed you used nearest integer. I was going to try using that for this kind of thing. I've not studied the full workings of your graph yet but I will do so at some stage.
Title: Re: The Last - Work in Progress
Post by: Will on October 30, 2007, 05:39:28 AM
a funny little side note Volker is actually identical with function in my mind now. heh funny that. Great work, are you going to leve it like this or are you going to texture lights and stuff to it?

(and for those wondering nvseal= planets; bigben= large scale experiments I'm sure I can think of one for everyone if I think hard enough.)
Title: Re: The Last - Work in Progress
Post by: Volker Harun on October 30, 2007, 05:41:57 AM
I am rather for an abandoned world ... at the moment.
Going to add some voronoi structure underneath (for distribution?) ... I am going to surprise myself, and maybe I am luck again.

It surely is capable of producing a DeatStar.
Title: Re: The Last - Work in Progress
Post by: efflux on October 30, 2007, 05:55:12 AM
This is one of the reasons I was not too enthusiastic about the technique in TG2. It's best to have something a bit rougher and less angular. The steep steps basis function in Mojoworld allows you to create grids and have smooth corners. I did use other techniques but found it quite difficult to get something interesting when it came to surfacing. Mojo has problems with surfacing on very steep slopes. I think TG2 may be different in this respect. I don't know yet how we could create a more rounded appearance. This would facilitate using all TG2s more natural surfacing better but who knows yet, a geometric style cybercity may well be fine. Sadly, I can't get heavily into this. I have one render which is going on Renderosity tomorrow then I have to stop for a while to sort out the horrendous backlog of other stuff I have to do. I also want to do some more general work on building up more complex surfaces for more interest in one planet. There are no end of avenues to explore. Impossible to do it all.
Title: Re: The Last - Work in Progress
Post by: Volker Harun on October 30, 2007, 06:13:00 AM
A warp shader would influence the grid.
Title: Re: The Last - Work in Progress
Post by: rcallicotte on October 30, 2007, 09:26:29 AM
I would be jealous, but I know what you do for this group.  GREAT JOB!!!   ::)

;D
Title: Re: The Last - Work in Progress
Post by: j meyer on October 30, 2007, 10:16:22 AM
Very deathstarry indeed,cool.Now we need to find something similar
for more organic looking stuff or for circular things.
Title: Re: The Last - Work in Progress
Post by: old_blaggard on October 30, 2007, 10:31:57 AM
Thanks for sharing the graph, Volker :).
Title: Re: The Last - Work in Progress
Post by: Volker Harun on November 02, 2007, 07:11:06 PM
Changed the PoV and some minor tweaks to the graph.
This one took 14.5 hours at 0.9 quality ... almost too long for me.

Still want to get those vertical lines away.
Title: Re: The Last - Work in Progress
Post by: Seth on November 02, 2007, 07:18:23 PM
oh my... great shot !
and you're right, you have to get rid of that vertical line on the "buildings" ^^
Title: Re: The Last - Work in Progress
Post by: old_blaggard on November 02, 2007, 08:06:53 PM
Nice work, Volker.  Your texturing works well as well.  Have you tried upping the AA to try to get rid of those lines?
Title: Re: The Last - Work in Progress
Post by: Volker Harun on November 03, 2007, 05:02:27 AM
AA is now 9, smooth displacements on slopes did not work, yet.
Title: Re: The Last - Work in Progress
Post by: rcallicotte on November 03, 2007, 08:47:10 AM
Fantastic, Volker.  I like how you always are going in imaginative directions.  Excellent.
Title: Re: The Last - Work in Progress
Post by: old_blaggard on November 03, 2007, 12:50:43 PM
Quote from: Volker Harun on November 03, 2007, 05:02:27 AM
AA is now 9, smooth displacements on slopes did not work, yet.
Pity... have you tried simply applying small displacements after the terrain using a power fractal with a slope constraint?
Title: Re: The Last - Work in Progress
Post by: Volker Harun on November 03, 2007, 03:31:11 PM
Yes, with and without slopes.
The only thing I am going to try now is to place a displacement before - and hope that those normals will change the appearance ... let us see  :)
Title: Re: The Last - Work in Progress
Post by: Matt on November 04, 2007, 10:31:24 PM
When there is a sharp discontinuity in the displacement, the renderer will always produce those vertical micropolygons. That's because every time a new microvertex is created along the discontinuity, the displacement shaders are called and the result is always on one side of the discontinuity, never somewhere in between.

If possible, replace the function that is creating the discontinuity with something that has values in between 'on' and 'off'. The region does not need to be very wide, just wide enough to give the renderer some intermediate values to work with. Perhaps this is not possible with the functions you are using - I have not looked closely enough.

Matt
Title: Re: The Last - Work in Progress
Post by: efflux on November 05, 2007, 06:23:23 AM
It's the same with Mojo. You have to actually have a very steep slope but not vertical. You've done brilliantly here Volker but if you can just pull off getting the slopes slightly non vertical it'll work. I've tried using that strata function thing on the pig thread to create blocky type terrain which does not have direct vertical slopes. My files are a bit uninteresting so far but it's a technique that could possibly come in here but not until I or someone else has time enough.