A thread for some images with mainly functions involved. If not stated otherwise without postwork.
This one is based on mogn's setup with perlin noise to make square-ish noise. In fact, it is cubic. The gaps are 2-dimensional, though. The involved functions can be get over here: http://www.planetside.co.uk/forums/index.php/topic,5670.msg109907.html#msg109907
The soft shadows do not seem to work properly on the sharp edges. The AA seems to have problems, too. Guess it is time to give the soft minimum/maximum-nodes a chance ;-)
Hi volker! First that light is awesome. And the image its self is plenty fun to look at.
I wanted to point you to some more threads that may save you some time.
http://www.planetside.co.uk/forums/index.php/topic,9147.15.html
I think that if you go through this thread and then a couple of others from ulco, than you will save some time. this is one of my favorite topics to watch so I look forward to hearing what conclusions you make and solutions you come up with.
Your renders are quite nice and I have read a bunch of your older threads going years back. So looking forward to see what you do now that you are back in the fun :)
Just posting because of your post in the other thread where you mentioned me. I wanted to make sure you had the work that others already did so you can build on that rather than starting fresh.... incase you did not see it I mean. :)
Ill tell you right now from my perspective, its all far to complex. Anything you can do to simplify any solution you come up with would be really nice to hear about.
Great! I really like this!
Hey Badger :-) Now you get me ;-) I am too lazy to read all this stuff :-)
At least for the moment.
I am having some ideas that I want to follow first ... and after that, when dissapointment catches me, I will be ready for that input :-D
For now I am going to play with the 'Gain Node'. And on the second machine a plain squarish picture is rendering. It'll be uploaded in 14h or so.
I really appreciate your effort to help me save time ... :-)
lol
Go get em'!
Errr, tomorrow. Or the next day.
Well, patients is something PlanetSide believes I should learn better anyway. They have been trying for years ::) ;D
Very cool. The jagged edges on the shadows are strange. Can you texture the vertical surfaces properly?
@otakar ... not with the setup, that I used. I would need to build the nodes in a chain with a compute terrain node above the shader for the 'verticals'. If I succeed, I'll post the file.
Very cool! and somehow scaring. Remembers me to "The Evil Within"
Nothing special, just the above mentioned render with more squares.
Cool. And somehow weird... :)
Wonderful colours and textures.
This is the 8 bit version... :D
@otakar ... S03E01 Directors Cut attached ... shading and displacements on the cubes' sides. Changed a bit the coloring and as mentioned above the function-setup.
Wow and thanks very much Volker. This added to Clay's rumble rock should nicely fill in the bored spots of my retired day, heh heh heh
Very square. ;)
Quote from: Volker Harun on January 14, 2016, 09:44:41 AM
@otakar ... S03E01 Directors Cut attached ... shading and displacements on the cubes' sides. Changed a bit the coloring and as mentioned above the function-setup.
Thx for sharing the file. I really like it. ;)
Most interesting. Thanks for sharing.
Thanks for the file. Great that you've shown it can be done! Will be useful for procedurally built/displaced objects.
Great! Thanks Volker.
Thanks
Work in Progress ...
I had this sin-function (floor and sphere) in my head since yesterday and am quite glad, that the result is quite symetric.
But, I have the problem with that sphere. It is displaced by a distant shader. And the transition of sphere and displacement misses any softness. Well, there is no transition at all ;-)
Any ideas - concerning the transition or any other aspect of Episode 3?
Wish I could help but I've no idea...never even thought of displacing with a Distance shader...watching with interest though.
You make interesting/confounding images and even more confounding problems...keep up the good work as we're all learning from this stuff.
So good to see your style again. Keep them coming
I've used distance shaders to displace waterfalls, and saw the hard lines too. What if you unclamp the colors? And what if you add a soft min or soft max?
8)
Hip to be Sq.
killer cubes!
Over the weekend I was working on getting a softer and more organic feeling to the floor but to maintain some technical aspects.. Right now ... no spheres ... and I have no idea, where this is driving me to.
A lava shader grid world.
Wow, great looking stuff.
Giant fabric. You could drape it over a shape.
Yes, indeed ... I am just tinkering through my old Groboto-OBJs to find some decent model. And I think I found a weird enough shape ;-)
Edit: Picture attached
I am going for the model shown below.
Can't wait to see that...you do amazingly original work Volker....
That's all very cool work!
My favorit is 160112_Func-05_PoV-01_Srf-02_Atm-01_Wat-00 at the moment but I am curious what you will do with that new shape! Scaring AND beautiful!
That old shape will not work. The mesh needs to be reassigned with a map in Blender, and I am too lazy for this right now ;-)
Concerning the naming of my images, I might rethink my current strategy, though :-D