It's not pretty, but it's all unedited TG.
Just an experiment(which started out as an experiment for something entirely different and mutated into this).
It's of no use for anything save for novelty value, it is kind of strange, though, so I thought I'd upload it.
Power fractal shaders.
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Thanks for looking! :)
....pipe world
I like it :)
dandelO, you're a nut of the best kind.
Cool.
That's mental. Is this from extreme scales in x/z. I've wondered how you can get square forms from TG's PFs.
can not work out how this is done....impressive!
Hetzen and Inkington: Yes, it's just 4, flat scaled fractals. (Feature scale=7, lead in=7, smallest=7m). All different seeds.
Then, two are mixed together by merge shader('highest raise' and 'difference' merge mode, colour and displacement), then the next two are merged exactly the same way. Finally, there is another merge shader which merges the two original merge shaders, and this blends the 4 fractals together. You plug in the final merge shader to your surface, here, it's just the ground of the planet.
The noise stretch in one fractal is X=30, Y=1, Z=0.1. Its partner has alternating X and Z. I also lowered the colour offsets to give less 'bar' coverage over the range.
Here's the shot...
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That's really cool. I suppose you could then use the output of this as a blending mask to extrude anothe PF in the Y, to create sort of city blocks, which I saw someone else do here, but forget who, sorry.
so THATS what the internet looks like.
Hetzen, I've been doing just that. ;) Only, using a complement colour node and colour adjust to displace the inverse outputs (EDIT: I should have said, this is with only white colouring from the fractals, of course, not with the bright colours in this image).
When set as a surface layer you can blend your 'city' to only appear where you want it in your scene, like FAR away in the distance because it looks so horrid for now! ;)
Another thing is to use the coastline smoothing function of the fractals to make the ground flat from a certain level, I'm sure altitude constraints could work but I'm having real problems with them cancelling out everything entirely. I haven't tried a redirect shader on the x and z of the walls... I am now...