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General => Image Sharing => Topic started by: Seth on December 06, 2007, 11:14:15 AM

Title: Triste Roche
Post by: Seth on December 06, 2007, 11:14:15 AM
first deep version render...
only simple terrain (same as in "Do Not Dive")

(http://farm3.static.flickr.com/2039/2091554778_2864eda51b_o.jpg)
Title: Re: Triste Roche
Post by: dhavalmistry on December 06, 2007, 11:51:40 AM
nice POV and clouds...
Title: Re: Triste Roche
Post by: rcallicotte on December 06, 2007, 12:33:51 PM
Ooooh, yeah.  Good one!   :D
Title: Re: Triste Roche
Post by: Tangled-Universe on December 06, 2007, 01:09:10 PM
I like the large scale rock structures. Seems you've been mainly using an image map shader (base) for surfacing?

Martin
Title: Re: Triste Roche
Post by: Seth on December 06, 2007, 01:48:00 PM
no image map !
just powerfractal shader dude ;)
Title: Re: Triste Roche
Post by: Tangled-Universe on December 07, 2007, 06:25:24 AM
Dude...ghehe *lol*...well I'm a little bit surprised by the softness/fuzzyness you've achieved with the powerfractals. Very nicely done!
Title: Re: Triste Roche
Post by: moodflow on December 07, 2007, 01:28:46 PM
Excellent image.

I think you could make it even better if you use the original displacement fractal to color the rocks as well.  That way, the colors follow the terrain. 
Title: Re: Triste Roche
Post by: Seth on December 08, 2007, 06:40:19 AM
Quote from: moodflow on December 07, 2007, 01:28:46 PM
Excellent image.

I think you could make it even better if you use the original displacement fractal to color the rocks as well.  That way, the colors follow the terrain. 


oh ! good idea !!! i don't know how to do it, but i'll try !!!
Title: Re: Triste Roche
Post by: efflux on December 08, 2007, 08:03:19 AM
Nice rock forms.
Title: Re: Triste Roche
Post by: moodflow on December 08, 2007, 01:36:14 PM
Quote from: seth93 on December 08, 2007, 06:40:19 AM
Quote from: moodflow on December 07, 2007, 01:28:46 PM
Excellent image.

I think you could make it even better if you use the original displacement fractal to color the rocks as well.  That way, the colors follow the terrain. 


oh ! good idea !!! i don't know how to do it, but i'll try !!!

Seth,

I'm not sure how you have your nodes setup - would you be able to post a screenshot?

I should be able to walk you through it after that.
Title: Re: Triste Roche
Post by: Seth on December 08, 2007, 01:55:48 PM
as soon as i can, i'll send the complete tgd, but i am rendering something right now and i need to check which one it is  ;D
thank you moodflow !
Title: Re: Triste Roche
Post by: Seth on December 09, 2007, 02:34:28 PM
here is the tgd ^^
Title: Re: Triste Roche
Post by: old_blaggard on December 09, 2007, 03:27:32 PM
Would you mind adding this (or having me add it) to Ashundar as a shared project file?
Title: Re: Triste Roche
Post by: rcallicotte on December 09, 2007, 03:47:40 PM
Oh, yeah!  Thank you, Seth!    ;D
Title: Re: Triste Roche
Post by: Seth on December 09, 2007, 06:16:54 PM
@o_b : go ahead dude ! i put it here but if you want to put it in Ashundar, you're most welcome :)
Title: Re: Triste Roche
Post by: moodflow on December 10, 2007, 12:47:08 AM
Quote from: seth93 on December 09, 2007, 02:34:28 PM
here is the tgd ^^

@Seth - regarding "coloring the terrain to match the displacement".

I just looked at the .tgd.  I see you used multiple fractals to generate this displacement.  I thought you had only used one, so the job is now more complex.

The Power Fractals that create the displacements are all 0/1 fractals with no color.   We need to add color but we can't use those power fractals, first due to their location, and second, changing them to color will change the displacement some and change the overall image (which we don't want to do).

What we'll have to do is, copy each fractal and then paste them into the shaders area.  Now we'll will have duplicates of these fractals that we can "change up" without messing up the original displacement.  Since you have multiple power fractals, we'll need to stack them, meaning each shader below will be blended by the shader above.  Pretty much, just take the output and plug it into both inputs of the shader below.   Keep in mind that after we plug these in, we'll need to manually go in and check the "blend by shader" box - I am not sure why it doesn't default.   If we don't do this, we won't get the effect.  When done, this will cause each successive shader to be affected by the shader above.  This is a cumulative effect and happens quickly.  After about 4 steps, the last shader likely won't be visible.

Anyway, I'll give it a shot and post back with results.
Title: Re: Triste Roche
Post by: Seth on December 10, 2007, 01:15:43 AM
wow ! thank you moodflow... i have some understanding problem with the blend by shader and i am very ashamed about that...
anyway, i'll try it too as soon as i can (when i'll returned home after my job)