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General => Image Sharing => Topic started by: René on April 18, 2020, 07:08:57 AM

Title: Rock
Post by: René on April 18, 2020, 07:08:57 AM
No vegetation yet, and no atmosphere for faster rendering.
Title: Re: Rock
Post by: N-drju on April 18, 2020, 07:13:45 AM
I always love your rocky sceneries René!
Title: Re: Rock
Post by: Dune on April 18, 2020, 08:24:00 AM
This might well be one of your best. A little subtle displacement maybe?
Title: Re: Rock
Post by: René on April 18, 2020, 10:23:38 AM
The small-scale displacement is too strong. Actually this is a close up render to be able to judge the textures properly; eventually this scene will be visible from a large distance. For some reason it is always difficult for me to make the textures work well both from close up as from a distance. :P
Title: Re: Rock
Post by: Hannes on April 18, 2020, 11:46:38 AM
I just saw your new thread named "Rock" and your name, and I was sure, there's going to be a fantastic image.
I'm impressed! Fantastic rock face!!!
Title: Re: Rock
Post by: René on April 18, 2020, 04:15:15 PM
Thanks! :)
Title: Re: Rock
Post by: Kadri on April 18, 2020, 05:22:00 PM
Very nice work René.
Title: Re: Rock
Post by: René on April 22, 2020, 01:55:00 AM
A variation on the previous version with square shapes.
Title: Re: Rock
Post by: Dune on April 22, 2020, 02:06:19 AM
Superb again. I always love your rock formations. I wonder if it would benefit, though, if you'd add a tiny warp (or redirect, or displacement) on the sometimes very straight hard edges.
Title: Re: Rock
Post by: Hannes on April 22, 2020, 03:30:41 AM
Amazing again!! I agree with Ulco, although I've seen rock formations with almost unnatural straight edges in nature.
Title: Re: Rock
Post by: mhaze on April 22, 2020, 04:48:24 AM
Superb structures and colour but I find the shapes a little harsh and sharp some subtle texture and warping to soften the rocks would improve them no end.
Title: Re: Rock
Post by: René on April 22, 2020, 05:04:15 AM
QuoteQuote from: Dune 22-4-2020 08:06:19

    Superb again. I always love your rock formations. I wonder if it would benefit, though, if you'd add a tiny warp (or redirect, or displacement) on the sometimes very straight hard edges.
Those straight lines bother me, too. I've already used warp, but I'm struggling a little with that. The warping is mainly on the sides of the displacement, where I don't want it, and not or very little on the corners, where I do want it. There are even places where the warp has no effect at all. I've used warp.jpgfake stones as warpers, so the degree of warp should be pretty much the same everywhere.
Title: Re: Rock
Post by: Dune on April 22, 2020, 06:13:59 AM
Well.... if you're willing to share a file, I'd be happy to dive into it :P
Title: Re: Rock
Post by: René on April 22, 2020, 08:10:25 AM
It could be inherent to the warp shader. Apparently, it's been spotted before. Scroll down to glen5700.

https://planetside.co.uk/forums/index.php/topic,7035.0.html#quickreply_anchor
Title: Re: Rock
Post by: Dune on April 23, 2020, 01:33:15 AM
That's an oldie. I just started working in TG then. You may be right, but I might try something myself again one of these days.
Title: Re: Rock
Post by: Alexn007 on April 24, 2020, 04:26:50 AM
wow! so convincing, I love your work!
Title: Re: Rock
Post by: René on April 25, 2020, 04:27:47 AM
Thank you.
Title: Re: Rock
Post by: René on April 25, 2020, 04:31:40 AM
The 'problem' continues to arise, even with Perlin billows. The warp seems to have a preference for the sides and top, or the sides and bottom, depending on whether the displacement is positive or negative. Although the result is quite attractive. Unclamped fractal gives a slightly better result.
Title: Re: Rock
Post by: N-drju on April 25, 2020, 04:39:36 AM
What an interesting study! And yes, you are right about the warp.

You may try to put desired nodes before the compute terrain node. At least this is what sometimes helped me to achieve effects on near-vertical surfaces. No need to use normal then. Things tend to, kind of, sort themselves out.
Title: Re: Rock
Post by: Dune on April 25, 2020, 07:32:38 AM
What if you warp by tiny fake stones? I don't know how big your rock is, but that may offset the straight edges somewhat.
Title: Re: Rock
Post by: René on April 25, 2020, 09:58:50 AM
Initially I used fake stones to warp voronoi because I thought they would deform in the same way everywhere because they are more or less the same size. Not so, the straight lines remain. Nor is it the voronoi shader with its tight angles; the same happens with Perlin.
Title: Re: Rock
Post by: René on April 25, 2020, 10:04:50 AM
Quote from: N-drju on April 25, 2020, 04:39:36 AMWhat an interesting study! And yes, you are right about the warp.

You may try to put desired nodes before the compute terrain node. At least this is what sometimes helped me to achieve effects on near-vertical surfaces. No need to use normal then. Things tend to, kind of, sort themselves out.
I can try that although I'll probably have to adjust the whole shader tree.

Maybe instead of warping, the texture can be masked with a very light power fractal: white 1 and black 0.95 or something like that.
Title: Re: Rock
Post by: N-drju on April 25, 2020, 10:45:55 AM
You could indeed try to add some FSS to the surface (not necessarily tiny, could be bigger) but as an additional surface, not a warper, and see how that works.

I understand you have already tried the warp input with vector disp. and a warper?
Title: Re: Rock
Post by: WAS on April 26, 2020, 03:46:18 AM
When you warp with a general displacement, you are warping on X Y and Z with the same ferocity. Warping Voronoi or even other shaders on Y too extremely will cause that weird warping effect, as you're throwing the Y point up and down, and it may not align with the X and Z points.

No variationns I think really help with the 3D aspect of warping, additionally, other noise flavors besides perlin have pinches/seams in their noise which can effect warping; again, sending Y (or X/Z) out of alignment in relation to other directions. Even with warping on just X and Z (because out amplitude of this noise map as displacement will be our Y basically) you can create "lines" because you warp too far one direction, so the noise stretches.

Additionally, parts of the displacement not warping are likely cause by little/no displacement in the area of the map displacing that specific part of your voronoi or other displacement. You could probably solve this by using the noise as a mask for those little/no disp areas and multiplying the noise map/displacement. Or just using that mask to add another PF with disp in that area.

But in that topic you linked, you can get something similar in TG for sure, see example.
Title: Re: Rock
Post by: WAS on April 26, 2020, 04:41:53 AM
Here's an example of the same method of warping on voronoi. There are still "straights", but that's just how the voronoi shader is, it creates triangle-like filler, but they are not unaffected, and more natural. I also think there is an issue with certain noise and the type of "faces" it produces, where things may get less effected. With the classic erosion shader for example, lateral disp tears it up really bad for some reason, and I think it's the "quality" of the terrain it produces. Doesn't matter if it's low or high res, lateral work is really hard on it and usually requires extreme patch sizes in compute terrain to subtle out issues.