Planetside Software Forums

General => Image Sharing => Topic started by: dandelO on August 19, 2009, 11:53:39 AM

Title: Nine Points
Post by: dandelO on August 19, 2009, 11:53:39 AM
An easy one, kind of.
My Giza.ter used with 'stepped' interpolation method in the heightfield shader. Also, a double atmosphere for the lower haze.

Really just something to test out my sand(wip) on.

[attachimg=#]
Title: Re: Nine Points
Post by: rcallicotte on August 19, 2009, 11:57:05 AM
Beautiful.  Again.
Title: Re: Nine Points
Post by: littlecannon on August 19, 2009, 11:59:49 AM
Is there gold in them? Nice step effect....
Title: Re: Nine Points
Post by: Naoo on August 19, 2009, 12:15:23 PM
Hi

Excellent done (second Atmo is cool).
I like it!


ciao
Naoo
Title: Re: Nine Points
Post by: Henry Blewer on August 19, 2009, 12:52:11 PM
The steps on the pyramid seem too hard, but I don't know if that can be helped. It would lose the definition of the rest of the pyramids stone layers. Beside that, I think this is a very cool render, visually and technically.
Title: Re: Nine Points
Post by: Gannaingh on August 19, 2009, 06:06:14 PM
Great mood and atmosphere!
Title: Re: Nine Points
Post by: dandelO on August 19, 2009, 06:12:26 PM
Cheers. I could use fractal detail in the heightfield shader to distort the edges but it really gives a lot of errors when the 3D preview tries to render it, I think, put simply, the fractal detail is confused by the hard steps of 90 degrees. I can't remember the actual error. I'll test it again...
Title: Re: Nine Points
Post by: Henry Blewer on August 19, 2009, 11:11:16 PM
The hard steps are only visible on the left side of the image. Would more haze just 'smooth' things? It would not be hard to change and test.
Title: Re: Nine Points
Post by: Dune on August 20, 2009, 03:22:07 AM
Very nice! Some (or a lot of) erosion would be fantastic, though.
Title: Re: Nine Points
Post by: Zairyn Arsyn on August 20, 2009, 12:34:07 PM
i have my eye on those nice golden pyramids....... ;)
Title: Re: Nine Points
Post by: mogn on August 21, 2009, 12:39:04 AM
Quote from: dandelO on August 19, 2009, 06:12:26 PM
Cheers. I could use fractal detail in the heightfield shader to distort the edges but it really gives a lot of errors when the 3D preview tries to render it, I think, put simply, the fractal detail is confused by the hard steps of 90 degrees. I can't remember the actual error. I'll test it again...

Say the heigth (h) of is 20 m:

   f = floor(h)
   g = h - f
   s = soft_step(g) + f

the you have softs steps.