I wanted to use clouds to make landscapes, rocks but lost interest.
Just to be clear. The structures are clouds.
Wow, that is extremely cool. If you could further 'displace' these, it's quite awesome, but I guess that's really hard. Redirect/vdisp maybe....
Amazing! Very unusual. I love this kind of stuff.
Thanks.
Ulco, you could do much more things probably.
I haven't looked closer but the clouds don't show up under the water plane (I remember vaguely that there was a thread about that).
Transparency is problematic in that situation with clouds, at least in my tests.
That is the reason i lost interest mostly.
But in other situations you could get interesting things probably.
That is awesome Kadri
Thanks.
I uploaded the file to the Procedural Terrain Library section by the way.
Wow! this is extremely cool stuff and so surreal! Great!
Wow super cool. I'm assuming you're using the ambient for texturing?
I wonder with super thing versions would look like letting light play within.
As for extra displacement it maybe possible using a large depth, coupled with a Surface Layer and altitude constraints, so clip the cloud somewhere in the large depth, and than further warp, that isolated form.
sitting here gob smacked...you never fail to amaze us Kadri...way far out of the box with this
Quote from: Kadri on May 21, 2018, 11:25:15 AM
Thanks.
I uploaded the file to the Procedural Terrain Library section by the way.
thanks, very generous!
Thanks all.
Quote from: Kadri on May 21, 2018, 06:26:08 PM
Thanks all.
These shapes remind me of the late 80s, early 90s 3D animation tapes I had as a toddler and young kid. They just basically soared over alien worlds of water, or geometric shapes, and stuff. Really cool stuff when I was young as 3D was in its infancy.
I found some:
https://www.youtube.com/watch?v=cbG34c1qorQ
https://www.youtube.com/watch?v=oKJzZQ9Ln-Y
I loved those animations and wanted to do such things myself then. I remembered most of the videos :)
Wow, that is really cool! I knew you could make shapes like that out of cloud, but I wouldn't have thought the application of texturing could ever look that "solid". You've basically invented a hack for isosurfaces. :D That being said Displacement doesn't work at all for clouds, so you'll need to change (e.g. warp) the volumetric shapes to get any changes, rather than thinking about normal surface displacement.
- Oshyan
Fantastic!
Thanks.
Quote from: Oshyan on May 22, 2018, 02:49:59 AM
... That being said Displacement doesn't work at all for clouds, so you'll need to change (e.g. warp) the volumetric shapes to get any changes, rather than thinking about normal surface displacement.
...
Yes it is a limited kind of technique and needs a different approach as you said.
It can look quite solid and usable if needed. You might remember this unused image from my short video.
How about rendertimes with such thick clouds? Doable?
Amazingly creative. :)
Thanks.
Ulco, i don't remember the old image render time but the scene i shared on page one took under 1 hour i think.
It took 20min 47 sec on my 16G using image texture. Rendering it with a PF for color now. Thanks for the method on that. :)
I tried this with a warp and vector displacement as a surface layer mask a few months ago (Cirrus Sunrise) with the help of Dune and Hetzen . I did not know how to displace it upward, but maybe just surface layer displace would do it.
Edit I should have said..Surface layer mask on a terrain, No clouds involved.
luvsmusic, if you're talking about using displacement with a cloud layer, as previously noted cloud layers don't do anything with displacement data, only color. So displacement-oriented shaders will likely not affect the outcomes, or will do so in unexpected ways.
- Oshyan
Quote from: Oshyan on May 22, 2018, 03:45:44 PM
luvsmusic, if you're talking about using displacement with a cloud layer, as previously noted cloud layers don't do anything with displacement data, only color. So displacement-oriented shaders will likely not affect the outcomes, or will do so in unexpected ways.
- Oshyan
say what? Then how are we making all these nebulae? I guess I did not use the correct terminology. Sorry.
That's warping, which acts on texture/color space, not displacement. There are multiple types of data in Terragen that flow through the node network. Displacement is one of the, Color (or Colour if you're British :D) is another. Some shaders operate on Color data, others on Displacement (and some on both). Clouds take in 3D color data (volumetric RGB information) and visualize it with a volumetric shading system, but because it is volumetric and not a surface, it doesn't use Displacement data, and Displacement-specific shaders and functions don't operate on RGB/color data.
- Oshyan
In these psychedelic warps I am doing I am using a vector displacement shader, like we do roads and such on a SSS. So therefore, I confused myself.
I don't really understand whats going on there, but it looks stunning.Well done. Amazing looking texture.