Here's some sand I was messing around with last night, should anyone want it. These POV's are about 2m, roughly eye-level above the ground.
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Go to the internal network to assign your render camera to the sparkle expiration distance shader.
Other than that, it's simply 3 fake stones shaders and a simple power fractal for some cheap ripples.
Hope someone can use it, I've, as usual, got nowhere to put it but it looks half decent enough to share and hopefully give it a good home.
Cheers! :)
If you don't want any sparkles, just highlight the whole sparkles group with a left mouse-click and hit key 'D' to disable the entire group, no need to unplug anything.
* I should also say that the main shader will simply fit into your node-tree via input/output, as usual.
Stick it wherever you need to and just treat it like a regular surface layer. The colour/luminosity/displacement/blending/breakup shader ports are all left open for you to use however you'd like. Everything else is inside.
Cheers, again! :)
looks great :D
I'll have to try it out.
This will come in handy, and it's a great chance to learn! Thanks!
This is a lovely shader~!
Thankyou!
damn fine work, gonna check this out, cheers!
looks good, looking forward to trying this out later. :)
Thanks man
Looks great, thanks for sharing!
Thanks Martin, this is one of the best I've seen. I can think of many places where I can use this fine file. Your generosity is really appreciated.
Hi
This looks Great.
Thank You fore sharing!
ciao
Naoo
Thanks dandelO!
Thanks.
Used here -> deviantArt (http://keaglez.deviantart.com/#/d3b3n49)
thanks for this, i was just doing a beach scene, and saw your file here, so going to use it ;D
Hi Martin,
I've tried to add sparkles by adding the camera; but, no sparkles. Opened the camera to three - yet, no sparkles. Any suggestions?
Bob
Thanks for the great file.
Hi, Bob.
In the case of sparkles for this layer, it really relies on a lightsource directly in front of the camera as the 'sparkles' are actually just reflective shader spots of Perlin noise.
If you enable the sparkle layer, make sure your sun(or a separate lightsource) is directly in front of the camera. If it disappears out of the view it will only reflect as far as the spread of the reflective shader allows. If the light is behind, or out of view of the camera FOV, there's no light to be reflected.
Imagine the surface as if it were a lake object with a water shader, there will be reflection spread(of the sun's highlights) when the sun is in front and very little if it's out of view.
An awkward and not very handy method of creating sparkles but I can't figure out a decent other way to make glinting otherwise. :)
Quote from: dandelO on March 31, 2011, 11:48:24 AM
Hi, Bob.
In the case of sparkles for this layer, it really relies on a lightsource directly in front of the camera as the 'sparkles' are actually just reflective shader spots of Perlin noise.
If you enable the sparkle layer, make sure your sun(or a separate lightsource) is directly in front of the camera. If it disappears out of the view it will only reflect as far as the spread of the reflective shader allows. If the light is behind, or out of view of the camera FOV, there's no light to be reflected.
Imagine the surface as if it were a lake object with a water shader, there will be reflection spread(of the sun's highlights) when the sun is in front and very little if it's out of view.
An awkward and not very handy method of creating sparkles but I can't figure out a decent other way to make glinting otherwise. :)
Thank you Martin for getting back regarding the subject. I've been working on a finicky image during the past week. From start to current work, it continues to be a challenge. One element lacking was the enhancement of the sand. I will try your suggestions and see how well it will approve the overall appearance. Appreciate your advice.
Bob
That looks great, SUPERB!
Thank you DandelO
Thanks Martin just seen this link posted @ TN's by otakar. Very nice
Danny
Hello Martin.
Could you please tell me how to change the color of the sand. I looked through the clip file, but could not see where you told it what color to be.
Great stuff by the way.
The sand colours are in the 3 'fake sand shaders', in the internal network of the main node.
Use the colour tab of 'fake sand shader 1, 2 and 3'. Or, add your own shaders to the 'surface shader' input of those same nodes. Each of those nodes are just small fake stones shaders.
Thank You :D
where is the link to download this shader file...??
It looks like it was removed later. :(
Matt
But sand is very easy to make; just take one or two small (0.005) fake stone shaders (stacked or combined in a merge shader [you can add a bigger grain as well], masked, whatever) and give them some sandy colors.
DandelO removes older files from time to time. He adds new ones, just not around much lately.
He also has his own website that he keeps alive, and has many of his older files there.
Quote from: TheBadger on August 30, 2015, 11:48:23 PM
DandelO removes older files from time to time...
Or:
Some older posts have missing files because he removed them in a rage-quit one time. People do come across these threads from time to time. ;)
Vinny, the sand was made pretty much like Dune said, 2 or 3 very tiny and dense Fake Stones Shaders combined and set to the Child Input of a Surface Layer.
Quote from: dandelO on August 31, 2015, 12:42:04 AM
Quote from: TheBadger on August 30, 2015, 11:48:23 PM
DandelO removes older files from time to time...
Or:
Some older posts have missing files because he removed them in a rage-quit one time. People do come across these threads from time to time. ;)
Vinny, the sand was made pretty much like Dune said, 2 or 3 very tiny and dense Fake Stones Shaders combined and set to the Child Input of a Surface Layer.
Thanx I'll try that...