A combo between the upcoming TU Rock Surface Pack and and Seth Big Fat Atmo Pack.
Rendertime: 1 hr 30 minutes in 1680 x something
Cheers,
Frank
[I now have the colors adjusted a little bit and cut away a stripe from the bottom part]
hehehe i was just thinking : "wow that's very different from Frank's usual productions ! Oo" and then, i read the comment !
lol :)
Fantastic sense of depth and distance; Great rock detail too.
Is TU's surface pack out yet...or is this another bloody tease? :'(
Quote from: calico on May 04, 2009, 01:17:00 PM
Is TU's surface pack out yet...or is this another bloody tease? :'(
"a bloody tease" ;D ;D ;D
... it's not out yet, but for how long?... only TU can tell ;)
Cheers,
Frank
Hahaha....I feel sorry for you Calico, I treated you so badly :) shame on me :)
I'm feeling confident to have it finished this week.
TU, I'm in no rush. Your best work will always be when you think about it. So...I'm teasing you, I guess.
BUT, I WANT IT ALREADY. ;D
Quote from: Tangled-Universe on May 04, 2009, 01:55:29 PM
Hahaha....I feel sorry for you Calico, I treated you so badly :) shame on me :)
I'm feeling confident to have it finished this week.
What I think Frank is that you're one heck of a salesman! I was swithering a little re the Rock Surface pack, but now I'm pretty much sold. What would really seal the deal would be a little info on how you made this great scene ;)
Quote from: domdib on May 04, 2009, 04:20:23 PM
What I think Frank is that you're one heck of a salesman! I was swithering a little re the Rock Surface pack, but now I'm pretty much sold. What would really seal the deal would be a little info on how you made this great scene ;)
Hahahaa ;D
Thanks ;)
So to finally get you sold to it: I took the atmosphere and lighting nodes from Seth's BFA pack. Then I took TU's beta version of the rock surface, deleted his lighting and atmo, and loaded the one from Seth.
I deleted TU's canyon heightfield, and placed 3 inverted craters somewhere. Lastly, I added an alpine fractal shader (blended into the background through a distance shader).
One hour of understanding and fine tuning the rock surface displacements (had to adjust them to the smaller scales of the spires), hit render and had a look at the result. I thought the surface yould benefit from some more stones, and bushes at the ground.
Lastly, I did some other light fine tuning and went for the final render. After all, it was pretty easy.
TU's rock surface is not a one-shader magic. It is *very* sophisticated, but all is grouped nicely, so after a little experimentation I figured out what the groups really do. Once the documentation is ready, this should be an easy part, too.
Cheers,
Frank
Looks fantastic! Real and surreal at the same time.
Very kind of you Frank - there goes another 3.49 euros!