I thought these might have been ready earlier tonight but testing a blend of two different scales of these cracks gave me a strange result(a big black shadow, being cast by nothing.) and I had to rework some things. I've fixed that now. Should have these done by tomorrow, if not tonight.*
They're by no means complicated function node work, like I've seen some of you mathematicians do wonders with in here before, I don't understand all that nonsense! Thick as sh*t!
The outline is the most rudimentary voronoi noise function, edited afterwards by your Friendly Neighbourhood Shader Nodes.
These are laid over a completely flat ground, no terrain nodes. Cracks are 10m scale:
(http://sites.google.com/site/d4nd310/10mcracks-30mY-flat.jpg)
And laid over a default terrain, POV = 50m Y:
(http://sites.google.com/site/d4nd310/10mcracks-50mY.jpg)
And POV = 100m Y:
(http://sites.google.com/site/d4nd310/10mcracks-100mY.jpg)
Lay them over any terrain to crack it up a bit. There will be different scaled shaders, too. See next post.
*EDIT: Upload folder is full, probably tomorrow then, if PS give us any more bandwidth to waste. ;)
Another tester image of two separate scaled versions in series.
10m cracks overlaid with 1m cracks:
(http://sites.google.com/site/d4nd310/10mx1mcracks-30mY-fixed.jpg)
Should I make a 100m scale version, aswell?
Also, these are contained within a single node(per scale set) for ease of use. Just pop them after your terrains but before your colour surface shaders.
This looks very realistic! I've seen plenty of cracked ground like this over the years, nice work! , myself, wouldn't mind seeing a 100m versionm It would be interesting to compare the added detail on various scales of size.
I've found a fair bit of an increase in render time by only adding another scale level.
I could make whatever scales really, you probably wouldn't want to go much over three separate scales per scene, though, two is ok.
Two scale levels are taking me about a quarter to a third extra render time over a one scale set render(a guesstimate, I'll test and report proper times tomorrow).
I like this a lot. Could be good for a sun baked lake bed desert scape or a broken up thermal erosion terrain.
Nicely done :)
Richard
Very nice, I was just looking at some pics the other day online of Devils Tower and if you inverse this you may have something to make post piles.
Glen
nice cracks !
Nice job. The cracks themselves aren't that new, but I really like the way you're blending them with the rest of the terrain.
They look fantastic :)
mighty fine crackage!
This is very good!
Very nice.
Sweet!
very nice - I could use these in my current render! :)
Wow. That is incredible!
this looks crackin good!
great work dandel0
Cheers, folks. :)
looks promising, it will be a nice additional detail in places. I wonder if the exhibited renders are very low quality, though?
Cheers,
Frank
They are all at detail 0.7 and AA 3, Frank, as far as I can remember. The last one is for sure, I have that .tgd saved, the others are just random-drop tests that I never saved.
No extra colouring or shaders have been added to make them look nicer, though. They're simply just displaced and redirected cracks on an empty scene, base colours only. Maybe some of your lovely stones and colour work would 'nice' them up a bit. ;)
:o :o :o :o :o :o :o :o :o :o :o 8)
I especially like the smaller cracks into the bigger cracks.
As said the principle is not very new, but it certainly is very well done :)
What are you planning to do with this further?
Cheers,
Martin
Quote from: dandelO on February 04, 2010, 04:54:56 PM
They are all at detail 0.7 and AA 3, Frank, as far as I can remember. The last one is for sure, I have that .tgd saved, the others are just random-drop tests that I never saved.
No extra colouring or shaders have been added to make them look nicer, though. They're simply just displaced and redirected cracks on an empty scene, base colours only. Maybe some of your lovely stones and colour work would 'nice' them up a bit. ;)
ah I see, it's the AA 3 then I guess :)
Martin: Further? Not much, just a rescaling of settings involved in the redirect shaders after the cracks are applied. I should probably drop this into a proper scene to show how I think it could be used, rather than just render out the crack displacement features on their own as defaults.
It should all be tied up shortly(I thought maybe the other night that it'd be done sooner but, as usual, life interferes with TG) and I'll have different drop-able scales of it uploaded soon...
Thanks, for your patience, folks.
Ooooh, I missed this one! This looks fantastic!
See: http://forums.planetside.co.uk/index.php?topic=8849.0
Cheers, all! :)