A few iterations and seeds of some rocky terrain (detail 0.6 AA6, but force edges to get rid of holes).
Paradise for free climbers :)
Great!
Looks good.
Nicely done!
Wow, these are awesome!
Looks pretty good :) In overall they are a bit too warpy to my taste though.
The testing goes on...
Great looking test!
The last one reminded me on Ron Ely's Tarzan :)
https://latimesherocomplex.files.wordpress.com/2012/03/00302878.jpg
Yes, so there's still work to do ;)
:)
Quote from: Kadri on September 17, 2015, 08:54:58 AM
The last one reminded me on Ron Ely's Tarzan :)
https://latimesherocomplex.files.wordpress.com/2012/03/00302878.jpg
Oh boy, long ago!!
Ulco, these rocks are fantastic! Maybe Martin is right, a little less warp maybe?
And I really love Occlusion weight!!! A bit higher?? ;D ;D ;D (I'm an addict!!)
Yeah, it's a bit over the top, but hey, they're tests ;)
This last one looks very natural. The smooth and still nicely detailed rocks. Still, i wish we could stack fake stones on top of one another. That and use other noises besides only a voronoi. Imagine those possibilities. 8)
So beautiful rocks!
Perhaps a less saturation of the tree colors? Or are they temporarily?
The Tarzan one is a stunner! Steadily making progress toward photo-realism. That what it's all about!
Nice renders!
Another setup.
That last one is spectacular! It reminds me of the famous area in Southern California where many, many Western movies were shot, a place called Alabama Hills (google it). Your technique now allows for those types of rock formations and more. Brilliant!
Thanks Doug. I've kept your image, might try to mimick that, and I'll look for some more. I also like the weeds, very colorful.
Looks good.
Excellent stuff!
wow
I like the last one as well!!! The church seems a bit out of place, but the rocks rock!!!
Yeah, I just threw something in for size. I know it sucks here.
You're a rock star!!
(has anyone already made this joke?) ;D ;D ;D
No, your the first! Congratulations! ;D
And thanks.
Good stuff - fun isn't it!
Yeah, I've been spending the last few days on this. Far too much... I need to get to work.
Nice structure.
I like v9-6 and 8 very much.
I tried one with higher settings: detail 0.8 AA8. One hour render.
And another one, plus another setup. Still testing....
Oh yeah!
I really do like the 2 last renders.
Could tell me which trees do you use for the snowy render ?
David
Yeah looks nice.
...v9B-3 is cool.Nice view.
I like roughrock_15sep15-v9B-3.jpg quite a lot.
- Oshyan
That was my favorite as well. Here's another one.
@David: I make my own trees, so it's not an existing one. I added a surface layer (and a snow setup with default shaders) with a slope restriction (final/Y) to the leaves for some snow, masked by a PF + transform shader for global distribution of that snow.
Thanks Ulco.
Not sure to do that but I gonna try such a setup.
You could also put this on NWDA store ;)
David
Some important things; use compute normals between shaders if you want the next shader to displace according to the newest normals. And use strata. That's all I'm gonna say.
Ulco, I think in future I'll need a programmed key on my keyboard: "Unbelievable good"
;)
:)
Wow, all of these are awesome!
Almost everything you post seems to serve as a reminder "Oh yeah, THAT'S what I'm supposed to be aiming for." So thank you for all the motivation, advice, and of course all the eye candy. ;D Keep on rockin'!
It's not very well known that I am employed by Planetside to keep you all off the street ;)
Funny things happen if you make the white of one simple shape mask 50% grey ???
Yes and the "this will not work but still try it" times are interesting too sometimes :)
;D cool!
The overhanging on the last one is interesting looking. 8)
Some more.
v9C is really nice. :)
lots of nice things, ulco.
I keep 'm comin.
Nice.
Love the last one a lot Dune !
I'm really wondering how the upcoming procedural erosion node would behave on this kind of terrain.
Latest one is a winner for me too. Really reminds me of some places I've been. :)
- Oshyan
Daniil just made a newer version, which I'm about to test. I haven't yet made a combination of eroded terain and these rocks.... back to the drawing board.
better and better and better...
Tried some erosion with Daniil's shader, but had to use a way around to not collapse the whole setup. Luckily there are ways (inversely smoothing by inversed flow map). But next would be to get some talus with broken rock in the gullies, it's now only eroded but still having the squares.
Building up talus rock piles at the base of the steep slopes could be the icing on the cake.
Well, here's a little icing. Daniil's erosion shader at work. There are still issues though he can hopefully sort out.
Nice.
That's fantastic!!
Second image looks great for me. Could be in a movie easily.
Terrific
Some more views.
erosion+blocks_3oct15-v2.jpg and erosion+blocks_3oct15-v3-4.jpg are the best in my eyes.
in erosion+blocks_3oct15-v3-1.jpg I see strange rock formations (looks like a building in the middle)
The last three very much shows a lot of specific small scale details that i do not see to often which is the sense of loose dirt, tight color details and rocks where they should be with the case of the erosion this time. I like how the rocks are more rounded which gives the impression that they are stacked over one another.
The last ones do look nice and different. Is this only Terragen Ulco?
Love the last one, thanks for the show !
Beautiful!
It's the same file as the renders with all the rock debris, so all TG, no post except for quick auto adjust colors in Irfanview in the last one. Just another location and some added cloud and a 'torch' to open up the sky to let the sun only shine here.
Thanks.
Those last ones are really nice Ulco :)
You're getting closer to my territory though ;) :P
Whoa! The rockfields are done with Daniil's erosion shader? Looks superb.
Quote from: otakar on October 05, 2015, 03:38:52 PM
Whoa! The rockfields are done with Daniil's erosion shader? Looks superb.
It is determining where the fake stones go, or it is creating fake stones?
The flow map created by the erosion plugin is what is acting as a mask for the fake stones if i recall correctly.
The erosion plugin produces some optional mask outputs and those can be used to control distribution of other elements like Fake Stones, object Populations, etc.
- Oshyan
Yes. Terrific shader!
Love the added, as my nephew would have called em, terror dactyls...hee hee...can't wait for the release of this but I suppose we will have to...
Some more experiments with Daniil's erosion shader. Nice rivers can be derived from the masks.
Nice. First one reminds me of the opening scenes of "Prometheus".
cool beans Ulco...'nother bonus since we lost the barely usable make river
I used and liked "make river" but now I have to edit it out of the xml of any old files that used it or they blow up on attempting to open. :'(
Looks nice Ulco.
Quote from: fleetwood on October 15, 2015, 12:38:03 PM
I used and liked "make river" but now I have to edit it out of the xml of any old files that used it or they blow up on attempting to open. :'(
What is happening?
Kadri :
The "make river" height field is auto generating so it tries to generate the river as soon as the tgd opens . It can't be aborted and after a few seconds of generating Terregen crashes. The only way I've found to use those old tgd's is to hand edit out the make river node.
I see. Is there no line to turn it off in the file?
It couldn't be turned off. The "make river" had no flag for setting generate off. Just has to be removed.
Good that the TGD files can be edited at least.
That river with the snow leaks really nice :)
Agreed, the impression of melt among the eroded river is neat.
Quote from: fleetwood on October 15, 2015, 01:38:35 PM
It couldn't be turned off. The "make river" had no flag for setting generate off. Just has to be removed.
Yeah...I was always hoping they could fix rather than abandon it; but this plugin has a lotta charm river wise....
Make river was only good for a basic hero river so having actual fluvial channels and complex drainage networks would be out of the question.
I failed to mention the fact that in another thread that Matt was experimenting with a procedural river shader.
I was swept off my feet when I saw the winter image... great!
More rocks.
Nice structures Ulco.
That's awesome!!! Especially the second image.
Very nice stuff. I just love the harmony of the colors here.
Quote from: Hannes on October 22, 2015, 11:00:58 AM
That's awesome!!! Especially the second image.
"Copy - paste" (like especially 2nd too) :)
And again.... boooooring ;)
Oh yes, Ulco, please stop posting this boring stuff! ;)
What is this white fluff on the rocks?
I know, it's birdshit, right? No?
Birdshit indeed, but I took it off again. Not really satisfied with the rocks (lower part particularly) anyway, so I might have another go soon. And the wolf is out too.
That zig-zag pattern on the lower rocks?
Yes, and the smoothness, and the ruggedness of some other parts.
Here's another setup, using the bias scalar to influence the edges of the simple shape valley.
Wow Ulco, that looks superb. Particularly the first one, Square-rocks-v2_23oct15-1.jpg.
- Oshyan
These last two are really nice, especially the very last one :)
Yes, really nice and you need high quality boots to walk there :)
Simply WOW
Impressive rocks.
So many amazing renders in this thread and the new ones just keep getting better and better.
interesting changes in the last one.
So many excellent rendering in this post. I love "Blockyrocky_20oct15-v2-2.jpg" and all the following.
The Athmosphere is very realistic and the shape and color of the rocks.
Good choice of plants.
Nice rocks.
Some new jpg's...
Very Impressive work!
I thought I'd try a combination of squarish rocks with my road setup. Works.
Quote from: Dune on October 27, 2015, 10:02:05 AM
I thought I'd try a combination of squarish rocks with my road setup. Works.
Close to the grail with those square rocks, in fact I'd be more than happy.....nice integration with your road.....keep on tweakin mate...
Quote from: Dune on October 27, 2015, 10:02:05 AM
I thought I'd try a combination of squarish rocks with my road setup. Works.
Just, WOW. :o
Another iteration.
Like...wow
I might elaborate on this one with better veggies. Renders fast also, 30min, as no compute terrain needed.
Hmmm...I don't know...to me this is quite a big step back from where you came from.
The last ones I commented on, were the best by far if you'd ask my truly honest opinion?
I'm with Martin. This last one is fine really, but not as good as some previous IMHO.
- Oshyan
I like the one on this page. Just because the feeling of it is good. It feels like a place in a movie. But I like the stones on the last page better. In a few of those images where the square noise work is just about perfect.
The only major problem left that you don't appear to have full control over is the degree of the vertical of the square rocks, relative to the slop of the main hills. If you can get the rocks on the hills to be almost totally vertical apart from the slop of the hill they are apart of, then I think you will basically have solved it.
You do already have that going on in some of the images, but it looks like that it is happening random on its own. If you can find a way to control that as you like, then yeah, you did it, I think 8) 8) 8)
The one in reply #104 was set in a local simple shape gully with height restrictions. I might try putting that node set in a procedural terrain, which the last one is. Changing seeds of terrain and distribution of rock there always gives a 'good' result, and the road always passes through the rock outcrops. But I agree the #104 is nicer; they're totally different setups; I'm just exploring all possibilities.
The last one may not be the best, but nevertheless it's fantastic. Indeed like out of a movie.
Another setup again. The strange shadow in the sand is due to a slope restriction in a displacement intersection, a common problem.
Added a better version (no slope restriction in sand layer) with some different seeds also.
I like those rocks.
Thanks, Kadri, then here's one more.
I like the choice in colors. The separation of soft and hard terrain along with the rock talus is a nice touch.
Nice - the colours are great - wish all my experiments turned out this well!
I can't exactly describe why, but the last one looks best for me.
Agree!
The last one hits it right in that there is a pattern in the rock structure but with enough breakup that it does not seem engineered and appears very natural. Also that scree field or looser rock in the top helps here by being different from the rest. The only thing that I noticed that was not as natural is the sand boundary which is a bit too clean, too abrupt. It really is an amazing feat. To think that these rocks are generated and designed to look this way...wow.
Thanks, guys.
Everything looks great, except these little bright plants are distributed way too even for my taste. A little clumping would be great.
You're right of course. Now let's see if I can get a road through here.....
Great works in each image of this topic!
Especially the clouds in the last image,they look so real !
David
Rock are good but yes those clouds are nice too.
These are beyond excellent! The rock work is just getting better and better with each new image. I really like the foliage, and the clouds are some of the best I've seen you do. Great work!
The rocks are so neat but those clouds are just awesome. Very believable (Shape and Lighting). What is your secret?
The last one is another masterpiece in my eyes!
Everything so great - the rocks, the clouds, the vegetation... I love it!
To finish this off (for a while)...
The very last image is wild. It looks like someone took a fork and scraped the terrain.
Love the last one - crazy!
So good Ulco. My favorite is the one above the last three, reply #137 I think. The last image however would be cooler with some "mist"ery around the lower half of the crazy mountain. Your variety in ground and groundcover is really good too!!
More rockwork.
I like the second one.
Like them both, but I think I hiked those red rocks once and lost my canteen there. :)
Both are great. The texture on the "badlands"-like formations in the first of the recent 2 is quite good, overall (though a little spherical/blobby in parts). The 2nd image could be very Mars-like if you just recolored it, hehe.
- Oshyan
Well, my excuse is that they're tests, and made for no other purpose than testing textures. I have some more ideas about making the Arizona Monument Valley type rocks.... (but I also need to do some real [paying] work) :P
Nice tests!
Some more experiments, but it's quite hard to get something decent. Back to the drawing board....
Quote from: Dune on September 17, 2015, 02:26:06 AM
A few iterations and seeds of some rocky terrain (detail 0.6 AA6, but force edges to get rid of holes).
You stop making amazing things immediately! Lol
Really love the cliff edges along the faces with the dotted trees. I'd love to see the vegetation denser on them though. Like a small forest on a cliff. Seems scales could allow for it.
Quote from: Dune on December 05, 2015, 08:01:51 AM
Some more experiments, but it's quite hard to get something decent. Back to the drawing board....
I am absolutely in love with that coloring in the second one! I'd love to get my hand on those PF for the canyon tests I'm working on. ;)
Colors are just 2; quite orange/red, XZ stretched PF, taken through a multiply color (blue) with a mix of stretched greys, then taken through a adjust saturation shader (blue) with another stretched fractal (near white, near grey).
The second one with it's colors and the vegetation is impressive! Great!
If that's back to the drawing board I'd be happy to achieve what you put in the trash...
:P
Some more experimentation, see if I could fiddle a road in. I was also trying to combine this with Daniil's erosion shader, but that doesn't work (yet).
Pretty damn impressive. I'd love to travel that road, or have the talent to make one like this.
Pretty Ulco. :)
I'm impressed too! Can't find words.
Just google some words ;)
Quote from: Dune on December 15, 2015, 07:49:01 AM
Just google some words ;)
Oooh, Ulco's got his game on, hee hee hee
Word!
Only one? >:(..................... ;D
Quote from: Dune on December 16, 2015, 02:36:09 AM
Only one? >:(..................... ;D
heh heh, well it is the 'word'