...some funny looking rocks mostly based on functions.[attachthumb=#]
DJ
How about a reflective shader, so it looks a bit slimy? That would be perfect!
I like where this is going. More! ;D
Interesting shapes. I wonder if this same shape function could be applied to clouds for towering thunderheads.
good work...keep at it!
It would be very nice to see those functions :)
Thanks for all comments.
@Mohawk20: I tried this, it looked like plastic, I prefer the "dry version".
@Confusiod: You could try to apply a Displacement Shader on the clouds, where the amount of displacement depends on the altitude of each point.
@domdib: Here's the tgd. If you use it for your projects, please share the results with us.
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DJ
Thanks for posting this. Will be fun to give it a look!
Thanks for sharing!
This is a very striking terrain you've cooked up. Thanks very much for sharing this. I'm really curious to see how you did the pinnacle-blobs and the strata.
For grins and giggles, I did a reverse view and came up with this. The apparent translucency of the rock-in-front-of-the-sun seems to be more pronounced the further away the camera is from the rock.
Is this an old issue?
The sun glow is visible through terrain unless "Raytrace Shadows" is checked in the Quality tab of the Atmosphere shader. This will increase render time however.
- Oshyan
A belated thanks, DJ for sharing. I'm not sure how I'll use these, but there's bound to be something ;)
For such an eccentric terrain, I thought it deserved a way-out treatment ;)
Seriously though DJ, quite a complicated node setup - I wasn't sure where to tweak if I wanted to change the shapes. Any suggestions?
domdib:
If you tell me what you want to change I can try to find the corresponding node where you can start with your tweaks.
DJ
Well, I guess the main thing would be I'd like to see what happens when you make it - i.e. the landscape - a bit taller.
Just increase the multiply-factor for the first displacement shader:
That does look quite interesting now. What about reducing the frequency of features? And what controls the presence of the white stratum?
Sorry to ask what, to you, are probably simple questions, but I'm afraid I haven't yet quite grasped the way in which multiple nodes can be combined in this way.
Thanks!
The frequency of the rocks can be controlled by the smooth step parameters.
Try to increase the start step constant scalar.
For changing the stratum I would suggest to play around with the following parameters:
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By adjusting the first one you mentioned, plus an adjacent one, the landscape really begins to go bonkers. I'm not sure whether this will be useful to someone, but you never know...
Looks great. I think reducing the number of rocks is a good idea.
DJ
Try using a metallic texture with little windows in them. It would look very much like a futuristic city with skyscrapers...
Very nice to have procedurally!
A rather crude attempt - I guess I should have switched off the fake stones, or found some way to keep the ground red. And windows would have to be postwork I think?