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General => Image Sharing => Topic started by: moodflow on January 12, 2008, 10:24:07 PM

Title: Hot Spot
Post by: moodflow on January 12, 2008, 10:24:07 PM
I really don't do many images without a sky, so I figured I'd do a test with luminous textures.  Its nothing fancy, but was fun.

The hot rock areas were done using 2 power fractals, each connected to its own default shader and then plugged into a surface layer.

The first hot rock layer was added with less luminosity, and more slope and altitude tolerance, and fuzzy zones.  I layed a brighter version of the same with more luminosity, and less altitude and slope tolerance.  This way, the glowing rock fades out like real rock does.  I could have used only one layer, but this gave a bit more control.

I have a steam cloud layer added, but since I panned the camera down, you cannot see much of it.

I did some contrast work in Photoshop to bring out more detail, as the scene was a bit on the dark side - just like Vader.
Title: Re: Hot Spot
Post by: NWsenior07 on January 12, 2008, 11:09:51 PM
wow that looks really cool.
Title: Re: Hot Spot
Post by: dhavalmistry on January 12, 2008, 11:41:50 PM
that does look like molten metal....although I like more of the surfacing work....image maps again???
Title: Re: Hot Spot
Post by: Kevin F on January 13, 2008, 04:19:05 AM
Quote from: NWsenior07 on January 12, 2008, 11:09:51 PM
wow that looks really cool.

Correction : that looks really hot!
Title: Re: Hot Spot
Post by: Seth on January 13, 2008, 06:05:54 AM
agree hot rocks
Title: Re: Hot Spot
Post by: Will on January 13, 2008, 07:53:51 AM
nice, hate to fall in there
Title: Re: Hot Spot
Post by: moodflow on January 13, 2008, 11:36:48 AM
Quote from: dhavalmistry on January 12, 2008, 11:41:50 PM
that does look like molten metal....although I like more of the surfacing work....image maps again???

Yes, one image map, covered mostly by power fractals.
Title: Re: Hot Spot
Post by: rcallicotte on January 13, 2008, 11:42:26 AM
Wow. Perfect.  And your terrain looks awesome outside of the fire, too.
Title: Re: Hot Spot
Post by: dhavalmistry on January 13, 2008, 12:50:38 PM
Quote from: moodflow on January 13, 2008, 11:36:48 AM
Quote from: dhavalmistry on January 12, 2008, 11:41:50 PM
that does look like molten metal....although I like more of the surfacing work....image maps again???

Yes, one image map, covered mostly by power fractals.

Great!
Title: Re: Hot Spot
Post by: Costaud on January 13, 2008, 04:13:49 PM
Really well done look really like molten metal.
Title: Re: Hot Spot
Post by: rcallicotte on January 13, 2008, 05:17:05 PM
Dare we ask for more information or even a TGC?
Title: Re: Hot Spot
Post by: moodflow on January 14, 2008, 11:22:44 AM
Quote from: calico on January 13, 2008, 05:17:05 PM
Dare we ask for more information or even a TGC?

No problem.  Would a shot of the nodes work for you?  That way I don't have to post a large image map file with it.
Title: Re: Hot Spot
Post by: rcallicotte on January 14, 2008, 01:58:22 PM
Wow!  Would you?  Everything I've tried for the last two or three weeks is too much for TG2 (and maybe my RAM and OS).


Quote from: moodflow on January 14, 2008, 11:22:44 AM
Quote from: calico on January 13, 2008, 05:17:05 PM
Dare we ask for more information or even a TGC?

No problem.  Would a shot of the nodes work for you?  That way I don't have to post a large image map file with it.
Title: Re: Hot Spot
Post by: moodflow on January 14, 2008, 07:16:46 PM
Quote from: calico on January 14, 2008, 01:58:22 PM
Wow!  Would you?  Everything I've tried for the last two or three weeks is too much for TG2 (and maybe my RAM and OS).


Quote from: moodflow on January 14, 2008, 11:22:44 AM
Quote from: calico on January 13, 2008, 05:17:05 PM
Dare we ask for more information or even a TGC?

No problem.  Would a shot of the nodes work for you?  That way I don't have to post a large image map file with it.

yea I went through that phase too (and still do at times).  Poor PC nearly screams in agony, hehehe.   ;D
Title: Re: Hot Spot
Post by: Will on January 15, 2008, 05:39:36 PM
Do any of you remember a while back I tried to get a planet to have two sides? One nice and normal, the other molten? that still crashes.
Title: Re: Hot Spot
Post by: moodflow on January 15, 2008, 06:04:26 PM
Yea, I'm also waiting for the update as well - to fix some crashes.
Title: Re: Hot Spot
Post by: rcallicotte on January 16, 2008, 07:28:22 AM
How much trouble would it be to show us how you did this beauty?  Or is it a lot to explain?  I love it too much to not ask again.
Title: Re: Hot Spot
Post by: efflux on January 16, 2008, 02:48:07 PM
I like the abstract painterly quality.
Title: Re: Hot Spot
Post by: moodflow on January 16, 2008, 03:58:36 PM
Thanks for the compliments.  I'd like to try it with a level shot as there is alot more to this scene than looking down.
Title: Re: Hot Spot
Post by: moodflow on January 16, 2008, 03:59:26 PM
Quote from: calico on January 16, 2008, 07:28:22 AM
How much trouble would it be to show us how you did this beauty?  Or is it a lot to explain?  I love it too much to not ask again.

Hey calico,

Here is a shot of the nodes.

Sorry for the wait.   I think they are trying to assassinate me via overload at work!

Title: Re: Hot Spot
Post by: rcallicotte on January 16, 2008, 05:44:57 PM
Awesome.  I've been very busy, too.  Perhaps the holiday slowdown provoked a reaction.
Title: Re: Hot Spot
Post by: Will on January 16, 2008, 07:14:25 PM
every actions has an equal and opposite reaction.
Title: Re: Hot Spot
Post by: rcallicotte on January 16, 2008, 10:35:58 PM
@moodflow - When you have time, would you explain the Fractal Dirt 2 node group?  In particular, I care about what the function nodes are and what the inverse nodes are.  I'm assuming the functions are scalar to color and the inverse nodes are PFs...but what are these doing?  [edit - Nope.  Not PFs...still searching]
Title: Re: Hot Spot
Post by: moodflow on January 16, 2008, 11:52:24 PM
Quote from: calico on January 16, 2008, 10:35:58 PM
@moodflow - When you have time, would you explain the Fractal Dirt 2 node group?  In particular, I care about what the function nodes are and what the inverse nodes are.  I'm assuming the functions are scalar to color and the inverse nodes are PFs...but what are these doing?  [edit - Nope.  Not PFs...still searching]

No problem Calico.  This is just a fractal stack group, which took some time to develop. 

Here is the theory:
Fractals have random detail, but repeating scale.  This kills the natural look.  I wanted to break this up, and make it look natural.  In nature, detail has various levels, varied continuously (ie analog), so we rarely see scale repetition.   Can't do this in TG2 since we are working with nodes (boolean).  So we'll have to stack them to simulate it, kinda like digital "simulates" analog via sample levels.  In fact, I've found only a few levels should do the trick in TG2, and provide enough detail to simulate this continuous variation.

Here's how I did it (refer to that group as you read through this): 
Start out with a large scale fractal, no greater than 8 octaves (though you can use any number), so kinda "blobby", but at a very large scale, like 10000 (about as big as you can see in most images unless its a high altitude image).  Then use this to affect the next powerfractal down the list, each one affecting the one below it, AND dropping in scale.

In this fractal stack, I started out with scale of 1000, and selected a base high and base low color.  Lets say the high color is a dark brown, and the low color is black.  So there are those 2 colors and every mix of those two in between.  But thats still not enough detail or color variation (for me atleast).  I want to break this up with more color and a different fractal scale so the scale doesn't repeat, and more color detail is added (win/win situation).

With this first power fractal as a base, there are high colors and low colors.  Lets first break up the high colors even more, with a different scaled fractal and different colors to spice it up.  So create another fractal with a smaller scale and different colors (I named mine A).  We'll use the original fractal to tell this fractal where to put this new detail on the overall stack.  To do this in TG2, the original fractal's colors will be used as a mask.  So brighter colors are more applied, darker colors are less applied.  I used a "luminous to scalar" node to convert the original fractals colors to grayscale - though this may not be needed.  I renamed it to "grayscale" to keep confusion down.  Then plugged this node into the new fractal's blending shader.  Now the new fractal knows where to apply its scale and new colors to the original fractal.  It will not apply these colors to the darker areas.  Good, but then these leaves darker areas "open".   They need to be filled with detail and color as well.  So I then created another power fractal (and named this one B) with the same scale as A, but different random number, and different colors.  Then I used a "color adjust shader" to invert the colors of the grayscale node so that the darker colors are now the lighter colors.   Now power fractal B knows where to apply its magic to the overall stack. 

Now, do this down the list, dropping in scale each time.  I used a drop down ratio of 10, starting from 1000, and ending at a scale of 0.1 (I skipped a few levels on that particular group).  The results are really nice with detail at nearly every level from 1000 to 0.1 (as well as different colors).  I tried to keep colors similar, but just different enough.

Title: Re: Hot Spot
Post by: rcallicotte on January 17, 2008, 07:23:39 AM
Without even following by doing as you explained, I understand completely.  Great explanation.  Thank you. 

Is it okay if I post my results here?
Title: Re: Hot Spot
Post by: moodflow on January 17, 2008, 09:29:54 AM
Quote from: calico on January 17, 2008, 07:23:39 AM
Without even following by doing as you explained, I understand completely.  Great explanation.  Thank you. 

Is it okay if I post my results here?

Absolutely, I'd love to see what you come up with.   8)
Title: Re: Hot Spot
Post by: rcallicotte on February 07, 2008, 11:07:25 PM
Okay.  This is what I came up with.  Suggestions are welcome. 

Thanks for your explanations and instruction and examples, moodflow.  I like your work better.
Title: Re: Hot Spot
Post by: darthvader on February 08, 2008, 12:52:07 AM
Hey...Moodflow, are you saying my scenes are dark or that i edit them using photoshop? If you think they're dark can i get your monitor setting to see what it looks like because everything always looks bright and clear on mine  :D
Title: Re: Hot Spot
Post by: monks on February 08, 2008, 06:07:31 AM
I really like this- I'm always looking for tips/techniques for creating Mordor scenes  ;D Any chance in posting the tgds guys?

monks
Title: Re: Hot Spot
Post by: rcallicotte on February 08, 2008, 10:50:20 AM
I'm not sure you want my TGD, since this is still very much a WIP.  Let me know, though, in case I misunderstood.  I have no problem sharing what I'm learning in this case.  I simply followed moodflow's instructions, but didn't come up with the same thing.
Title: Re: Hot Spot
Post by: moodflow on February 08, 2008, 01:52:39 PM
Quote from: calico on February 08, 2008, 10:50:20 AM
I'm not sure you want my TGD, since this is still very much a WIP.  Let me know, though, in case I misunderstood.  I have no problem sharing what I'm learning in this case.  I simply followed moodflow's instructions, but didn't come up with the same thing.

But I like your overall scene better than mine.  I think the fractals could use some more variation in your scene, but otherwise, the POV and overall scene look alot better to me.   8)
Title: Re: Hot Spot
Post by: rcallicotte on February 08, 2008, 04:10:11 PM
Thanks, moodflow.  Maybe I'll tweak it some more.   ;D
Title: Re: Hot Spot
Post by: moodflow on February 08, 2008, 04:26:27 PM
You could add an additional power fractal node just under your main terrain power fractal.  But, make this one with perlin billows noise type, slightly smaller scale, and negative displacement.  This will make "pits" in the terrain, and would be perfect for holes of hot rock!
Title: Re: Hot Spot
Post by: monks on February 08, 2008, 06:50:26 PM
OK, just post it when it gets there  ;) I like the way the heat is isolated in spots- I tried getting a similar concentrated effect with a light source but I couldn't get anything I liked. The idea was a volcano(s) in the distance but intense enough to pierce through leaden clouds. This looks like it could have the relevant nuts and bolts to do it.

monks
Title: Re: Hot Spot
Post by: rcallicotte on February 09, 2008, 08:55:08 AM
I'm rendering it over the weekend.  Probably have it all done by Monday night, if everything goes as planned.  I think it might be better this time.

Thanks, moodflow.  That little suggestion opened my eyes to a whole new way of seeing TG2.
Title: Re: Hot Spot
Post by: moodflow on February 09, 2008, 01:32:16 PM
Quote from: calico on February 09, 2008, 08:55:08 AM
I'm rendering it over the weekend.  Probably have it all done by Monday night, if everything goes as planned.  I think it might be better this time.

Thanks, moodflow.  That little suggestion opened my eyes to a whole new way of seeing TG2.

No problem.  I can't wait to see the finished result!  8)
Title: Re: Hot Spot
Post by: rcallicotte on February 13, 2008, 06:25:20 PM
Here is what I did.  Notice the scattered mess of coals.  Not satisfying, but I still like this picture.  I'm going to play more.   ;D

http://calico1.deviantart.com/art/Hot-Spot-77305120
Title: Re: Hot Spot
Post by: monks on February 14, 2008, 08:20:55 AM
That's a nice pic Calico but it looks more like crepuscular reflectance off water rather than lava- probably because of the sun setting- maybe that was your intention?

monks
Title: Re: Hot Spot
Post by: rcallicotte on February 14, 2008, 09:49:07 AM
@monks, I wanted reflection, but it looks more like hovering strings of fire.  LOL  I'm working on it again.    :)
Title: Re: Hot Spot
Post by: monks on February 14, 2008, 02:11:50 PM
Yeh, now that you say it- there seems to be not enough connection between the fire and the underlying terrain.

monks