working on a new mesa image, ok with the way the colours came out. and like the vertical displacement, still unable to get any jagged horizional displacement. now need to add some fake stones and a bit of foilage. any and all C&C welcome
david
I love the texturing in the foreground, looks old and dirty. I would make the base of the front mountain just a bit greenish to make the reddish foreground more prominent, that would also justify the vegetation.
I would also try to lower the sun to make the shadows a bit longer. I agree with lots of flat rocks. The far cliffs on the right give some depth, I would make the image wider to show more of them. Looks very promising! :)
Agree with parrot about the lighting ... changing the sun's altitude a bit or its position would enhance the depth of this image very much. You will have to check the difference of the foreground area and the distant cliffs ... this is the area that will make it (imho).
thanks guys like your sugestions and will start on them. the idea of sun positon has not even occurred to me.
thanks again
david
I use a strata shader and then a redirect shader in the Terrain Tab. Use billows noise for the redirect's power fractal. The power fractals scales should be the strata scales divided by the the octave number. So, it would be 50/8 and 200/8 for the scale and lead in scale of the power fractal. I make the strata scales larger than the defaults. Measure the height of the cliff, divide this by 4 or 6. It will give the replacement for the default 50. I keep the second scale of the strata 4x the new number replacing the 50 default value. I hope this makes sense.
Now add a displacement shader with lateral selected. Input a power fractal, also with lateral displacement. You'll need a compute normal. For the scales, I just input numbers until it 'looks' right in the test renders.
great thanks a lot while try this when i get back home later - off to my ccna class now so no fun for a while (subnetting) is my date for the moment :'(
david