Planetside Software Forums

General => Image Sharing => Topic started by: mhaze on April 24, 2010, 04:01:34 AM

Title: cave
Post by: mhaze on April 24, 2010, 04:01:34 AM
Sorry about the output quality - I shall have to experiment. Originaly rendered at 1600x1000 then reduced to 1200 and compressed, the image has lost detail and midtones. Probably caused by rendering on one machine and post processing on another!

This was an experiment on using powerfractals to get interesting rocks. Bushes and grasses by Walli. I also used Dandel0 cracks

Cave created by lateral displacedment of a painted shader - you need a compute normal to make it work.

Mick
Title: Re: cave
Post by: Kadri on April 24, 2010, 05:52:09 AM
Nice  :)
Title: Re: cave
Post by: Henry Blewer on April 24, 2010, 08:39:08 AM
Good looking cave. Where's Raquel Welch?
Title: Re: cave
Post by: MGebhart on April 24, 2010, 11:00:32 AM
Excellent!

@Henry: She is hanging with Barbarella.
Title: Re: cave
Post by: Oshyan on April 26, 2010, 02:06:53 AM
That's actually a pretty outstanding displacement structure and cave. Nice work!

- Oshyan
Title: Re: cave
Post by: mhaze on April 26, 2010, 03:42:13 AM
Thankyou

I'm still seaching for a proper  squarish crack structure!

I only wish we could upload bigger files, would solve some of the compression problems.

Mick
Title: Re: cave
Post by: Hannes on April 26, 2010, 03:46:43 AM
Really inspiring. Great image. I agree about the bigger file size!
Title: Re: cave
Post by: kasalin on April 27, 2010, 03:51:20 PM
Great work
Title: Re: cave
Post by: Zairyn Arsyn on April 29, 2010, 11:26:13 AM
wow, I'm quite impressed  :)
the rock structure looks really good, believably good.

i look forward to a bigger render.
Title: Re: cave
Post by: domdib on April 29, 2010, 11:43:56 AM
The displacements are impressive - and the colours also. "lateral displacement of a painted shader" though - what do you mean???
Title: Re: cave
Post by: mhaze on April 29, 2010, 12:20:14 PM
use a painted shader of the cave mouth attached to the blend shader input of a power fractal set to lateral displacement. you need a compute normal before the power fractal

Mick