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General => Image Sharing => Topic started by: Saurav on December 10, 2008, 05:11:23 PM

Title: Looking up at the summit
Post by: Saurav on December 10, 2008, 05:11:23 PM
Gotta love the painted shader.
Title: Re: Looking up at the summit
Post by: Mohawk20 on December 10, 2008, 06:05:54 PM
Extremely interesting snow!

Enlighten us, what did you do to it, and where do those shadows come from?
Title: Re: Looking up at the summit
Post by: Saurav on December 10, 2008, 06:31:48 PM
Snow Effect:

Painted shader for placement.

Intersect underlying -> Displacement Intercetion (15) with small fuzzy zone values.
Smoothing Effect 1.

Not sure how there are the shadows on the snow, might be the something to do with the intersect underlying.

Here is the the tgc of the thick snow if anyone wants to play around with it. You will need to control it via a painted shader or other means.
Title: Re: Looking up at the summit
Post by: RogueNZ on December 10, 2008, 09:07:25 PM
Ive had shadows like that appear aswell when using intersect underlying but could never understand why, but i really like the lighting here.
Title: Re: Looking up at the summit
Post by: Esgalachoir on December 10, 2008, 10:05:27 PM
It looks incredibly cold...excellent work!
Title: Re: Looking up at the summit
Post by: Tangled-Universe on December 11, 2008, 06:19:57 AM
Hi Saurav,

Glad to see some of your work again, has been a long time ago. Been busy?
I love the lighting of the snow in the shadows, cool GI. Literally :)

I think the terrain itself could be a bit more interesting with some variations on structures.
Thanks for sharing the clip of your snow.

It seems you're having quite some understanding about the parameters of the intersect underlying function.
By small fuzzy zone values you mean the fuzzy zone of slope-restrictions I guess?
Could you explain to me/us about these parameters and what they are doing.
Thanks in advance :)
Hope to see more of your work soon. At least, sooner than the last time...lol :p

Martin
Title: Re: Looking up at the summit
Post by: old_blaggard on December 11, 2008, 09:20:30 AM
Wow, stunning work! The realism and detail is amazing! Is the terrain also the results of a painted shader or is it just a power/alpine fractal setup?
Title: Re: Looking up at the summit
Post by: rcallicotte on December 11, 2008, 02:21:46 PM
This is stunning.  And you shared!!!  Hoorah!!
Title: Re: Looking up at the summit
Post by: lightning on December 11, 2008, 05:17:43 PM
that look awesome :o :o :o!
Title: Re: Looking up at the summit
Post by: Saurav on December 11, 2008, 08:38:48 PM
Martin: I have been away on a mountaineering/adventure trip for the last few months and planning my trip a few months before that. So yeah been quite busy.

Regarding intersect underlying -> displacement intersection. I use it when I want to raise the height of that particular surface, for example ice on glaciers or other thick surfaces. The fuzzy zone values on this particular render was only changed on the effects tab for intersect underlying.

The other two methods to my understanding do the following.

Favour depression: Will fill in areas in the terrain that have a depression, good if you want to add surfaces/vegetation in natural depression in the terrain.

Favour rises: Will add to ridges and higher features of the terrain. I found this can be helpful if you want to add snow on ridges of mountains.

O_B: the terrain is a DEM of Mt. Rainier.

Thanks for comments and crits everyone.

Here is another example of using intersect underlying -> displacement intersection. Look at the attachment.
Title: Re: Looking up at the summit
Post by: Volker Harun on December 12, 2008, 02:42:53 AM
Good, crisp and clean render. Like the technique to get the distribution, too ;)
Title: Re: Looking up at the summit
Post by: Tangled-Universe on December 12, 2008, 04:28:23 AM
Quote from: Saurav on December 11, 2008, 08:38:48 PM
Martin: I have been away on a mountaineering/adventure trip for the last few months and planning my trip a few months before that. So yeah been quite busy.

Regarding intersect underlying -> displacement intersection. I use it when I want to raise the height of that particular surface, for example ice on glaciers or other thick surfaces. The fuzzy zone values on this particular render was only changed on the effects tab for intersect underlying.

The other two methods to my understanding do the following.

Favour depression: Will fill in areas in the terrain that have a depression, good if you want to add surfaces/vegetation in natural depression in the terrain.

Favour rises: Will add to ridges and higher features of the terrain. I found this can be helpful if you want to add snow on ridges of mountains.

O_B: the terrain is a DEM of Mt. Rainier.

Thanks for comments and crits everyone.

Here is another example of using intersect underlying -> displacement intersection. Look at the attachment.

Thanks for your explanation so far Saurav.

However, I already know what the different types of intersect underlying mean.
I wasn't clear about what I meant, sorry, but I thought you might have a good idea about the settings below the type of intersect underlying:

- intersection zone
- max intersection shift
- min intersection shift

(straight from my head so I might be mistaken in names, but you know what I mean ;))

Do you have an idea?

Martin
Title: Re: Looking up at the summit
Post by: domdib on December 18, 2008, 07:30:42 AM
I'm having some difficulty figuring out how to use the painted shader in this instance. Would anyone be kind enough to spell it out for me? (e.g. - where does it go in the node network? are there any special boxes that need to be ticked to give the painted shader control of the snow?)

Thanks for any pointers  :)
Title: Re: Looking up at the summit
Post by: Saurav on December 18, 2008, 06:02:16 PM
Hey Martin sorry for the late reply but to my understanding the min and max shifts work like displacements value from normals, ie min is the minimal displacement and max is the max displacement from the terrrain. Intersection zone is the difference between the terrain and the start of the underlying displacement surface.

domdib: you need to connect the painted shader to the blendeing shader input of the surface shader.

Inside the 'surface shader' -> 'coverage and breakup' tab, you need to make sure the blend by shader is assigned to a painted shader and the blend as coverage check box is ticked. This will happen automatically if you join the painted shader to the blending shader input (surface shader) via the node network.
Title: Re: Looking up at the summit
Post by: Tangled-Universe on December 19, 2008, 04:55:48 AM
Quote from: Saurav on December 18, 2008, 06:02:16 PM
Hey Martin sorry for the late reply but to my understanding the min and max shifts work like displacements value from normals, ie min is the minimal displacement and max is the max displacement from the terrrain. Intersection zone is the difference between the terrain and the start of the underlying displacement surface.

domdib: you need to connect the painted shader to the blendeing shader input of the surface shader.

Inside the 'surface shader' -> 'coverage and breakup' tab, you need to make sure the blend by shader is assigned to a painted shader and the blend as coverage check box is ticked. This will happen automatically if you join the painted shader to the blending shader input (surface shader) via the node network.


No problem at all Saurav, thanks for the reply and explanation.
Looking at your image and example it makes sense since you've used 10 and 10 as displacement-values which should result in a uniform displaced snowlayer. Which is.
I'll get back to the drawing table ;)
Thanks!
Title: Re: Looking up at the summit
Post by: domdib on December 19, 2008, 05:54:18 AM
Many thanks for the info Saurav.
Title: Re: Looking up at the summit
Post by: Luminos on December 19, 2008, 07:08:23 AM
Great pic, love the angle of the shot.

Just want to throw this out here, 6 months ago there was lots of sunny pic, deserts and such... now (northern hemiphere) winter is setting in there is alot of snow orientated pictures, anyone else notice this?
Title: Re: Looking up at the summit
Post by: dandelO on December 19, 2008, 10:22:38 AM
Saurav, maybe you could help me.

Last year I made this...

[attachimg=#]

This was made in TP1 or 2, where Planetside stated that 'intersect underlying features were essentially broken'.
It didn't seem broken to me! ;)

If you see my next post, this is the same project opened inside later versions, where IU features were apparently 'fixed'. This one seems like the broken version to me. Have you any idea how to get it back to the way it was in older versions of TG? I liked the broken IU options better! ;) Now I'm stumped.

Thanks.
Title: Re: Looking up at the summit
Post by: dandelO on December 19, 2008, 10:23:44 AM
Here's the same project opened in the beta. Now, it seems that the underlying rock is being displaced instead of the snow layer, which appears to just sit on top of the displaced rock.

[attachimg=#]

Cheers, anyone!
Title: Re: Looking up at the summit
Post by: rcallicotte on December 19, 2008, 10:40:00 AM
I had the same problem.  I needed to take away any Slope Constraints or Altitude Constraints and used the Paint Shader for snow placement. 
Title: Re: Looking up at the summit
Post by: Saurav on December 23, 2008, 03:38:31 AM
I've essentially had the same issue, the 2nd example I have shown you was also rendered in old an alpha version of TG2. I haven't been able to replicate that type of snow using intersect underlying in recent versions either.
Title: Re: Looking up at the summit
Post by: Volker Harun on December 23, 2008, 09:24:25 AM
Take for the interseczion zone tiny numbers ,-)
Title: Re: Looking up at the summit
Post by: rcallicotte on December 23, 2008, 11:52:35 AM
Check this out - http://forums.planetside.co.uk/index.php?topic=5427.msg56146#msg56146
Title: Re: Looking up at the summit
Post by: efflux on December 23, 2008, 05:01:13 PM
Very nice. It looks realistically icy.
Title: Re: Looking up at the summit
Post by: Saurav on December 23, 2008, 06:00:43 PM
Thanks for the tip Volker. :)