Well, I am doggedly pursuing this and in a stroke of perhaps madness I decided to make a mask from a multi coloured Painted shader, well white, very light, .25 power and white at 1, plus a full red stroke and this is the terrain. The renders are from opposite ends of one of the canyons that happened. I used the map as a Mask for the Fractal Warp, and Distribution shaders for everything else. I've attached a screen grab of the Painted shader and a top view of the terrain with cameras. C&C moist welcome
If you're using the painted shader anyway, you can add some caves here and there. Just paint them in on the canyon sides and feed into minus displacement shader, after a compute terrain, or look where it should be moved to and use a vector displacement shader, without the compute terrain.
Quote from: Dune on March 11, 2018, 12:54:25 AM
If you're using the painted shader anyway, you can add some caves here and there. Just paint them in on the canyon sides and feed into minus displacement shader, after a compute terrain, or look where it should be moved to and use a vector displacement shader, without the compute terrain.
Just in from a friend's gig..good time....Hadn't thought of caves...tired now but there's always morning...thanks.
Looks good! Painted shader mask. Thanks for the explanation on how and what to apply and mask. I never had much luck with a tiff terrain, but that looks pretty decent. Canyon walls look smooth as opposed to spikey like my tiffs turn out.
Quote from: luvsmuzik on March 11, 2018, 11:09:44 AM
Looks good! Painted shader mask. Thanks for the explanation on how and what to apply and mask. I never had much luck with a tiff terrain, but that looks pretty decent. Canyon walls look smooth as opposed to spikey like my tiffs turn out.
no .tiff involved, just the paintd shader mask, the top down is a view of the results
Quote from: bobbystahr on March 11, 2018, 06:31:12 PM
Quote from: luvsmuzik on March 11, 2018, 11:09:44 AM
Looks good! Painted shader mask. Thanks for the explanation on how and what to apply and mask. I never had much luck with a tiff terrain, but that looks pretty decent. Canyon walls look smooth as opposed to spikey like my tiffs turn out.
no .tiff involved, just the paintd shader mask, the top down is a view of the results
That's what I meant. You were able to raise the terrain where you wanted and it mixes with your fractal. Did you ever use TerraPainter in the older TG? It had different brushes to do similar to what you have done here. Great job!
Quote from: luvsmuzik on March 11, 2018, 06:42:04 PM
Quote from: bobbystahr on March 11, 2018, 06:31:12 PM
That's what I meant. You were able to raise the terrain where you wanted and it mixes with your fractal. Did you ever use TerraPainter in the older TG? It had different brushes to do similar to what you have done here. Great job!
Oh yeah for sure, that was it's first attraction for me as I was trying to do an animation in Imagine but couldn't sculpt the terrain adequately. I managed it using the .lwo export IIRC and joined and reduced the poly count in Imagine. Soon's I figured it all out the project ran out of cash and died a whimpering death. such is life.
Well I started again, am pleased where this is heading, and I may just make the deadline depending on how much this can be improved.
I used my scattershot technique to get this far just throwing things at it till something turned up. C&C very much desired/required!
Try with the vortex ? Is cool the picture.
O K, here's what I think I'm going with. There's an overview, the main render and a 'context' render so you can get a sense of scale.
I actually like it quite a lot as well....the jury's out so we'll see.....C&C welcome.
Both are fairly low AA, maybe 3 I forget, so the objects may show up better at 8 or 12 AA
WHOA....futuristic with an old bug! Nice concept! :)
That's pretty exceptional.
Quote from: Dune on March 17, 2018, 02:22:33 AM
That's pretty exceptional.
You're too kind heh heh..strata on steroids.
I love it! Bones of, "Mother earth from the ground" has real potential.
Wow, especially the second one is cool!
Well the 'reply jury' seems to favour from the ground and this pleases me as I like it more for many reasons myself. Going to work on that Camera shot today then...thanks for the input.
I love the atmosphere and the sky of it, but I think this part (surrounded by red) could be improved
Quote from: Jo Kariboo on March 17, 2018, 10:28:49 AM
I love the atmosphere and the sky of it, but I think this part (surrounded by red) could be improved
Sadly changing that changes everything as it's part of the 'strata on steroids'....will try again but the last time I lost the beautiful weirdness.
Quote from: bobbystahr on March 17, 2018, 10:49:40 AM
Quote from: Jo Kariboo on March 17, 2018, 10:28:49 AM
I love the atmosphere and the sky of it, but I think this part (surrounded by red) could be improved
Sadly changing that changes everything as it's part of the 'strata on steroids'....will try again but the last time I lost the beautiful weirdness.
Ok I understand, in this case it is preferable to keep everything intact.
I wish TG had something like Vue's Re-evaluate material distribution after displacement. This controls (to a point) the displacement explosions like this. I would just mask that portion Bobby, that way you don't loose the rest of the displacements
I think I tamed that part and have a better product, can't remember what I did but will look back across the room later(that's where my workstation is)
Good luck with that little piece of crazy!
Well I managed to pare the render time down to 3+ hrs so that was a success and am pleased with my repair to the ugly part. Took planting some trees but heh heh this is Bobby Appleseed here heh heh heh....over all a happy Sunday morning.
Cool!
A bit like this...
Quote from: Dune on March 18, 2018, 12:57:28 PM
A bit like this...
My goodness that's twisted...big LIKE
Guess it's really hard to get wilder than Mother Earth eh!
Noticed that someone left the headlights on in the last frame. Nice touch – how'd you do that?
Really great image.
Quote from: sboerner on March 18, 2018, 11:10:03 PM
Noticed that someone left the headlights on in the last frame. Nice touch – how'd you do that?
Really great image.
Thanks, made a greyscale map of the lights(vehicle suffers from game play build and is a unitexture) and ran it thru the luminosity channel set to I think 10. And if you look closely the driver is sitting there waiting impatiently for Pierre Yellow-Jacket to find a way down so they can leave. Steve Wolking, standing on a 200 m. stone is trying to direct him to the slope to his left where getting down will be less life threatening.
8) Really something else. :)
Gonna set it to render a higher resolution and a larger size as I did a los res large size render and even that looks better than the one I posted here....then I'll upload it to the comp....good luck everyone(including me, I'll need a bit)
Good luck, Bobby. Nice work.