Rocks by using displacement and color maps made with Photoshop.
Cool again! I've used a blocky gif file a few times for displacement of my blocks. Actually I don't know what would be faster to render/compute; an image file, such as these, or a huge set of blue nodes such as Jon's blocky ones.
Fantastic! Great information. Thanks, René.
Very nice.
How did u applied these maps in TG to get that result?
Quote from: Dune on April 23, 2019, 03:07:04 AM
Cool again! I've used a blocky gif file a few times for displacement of my blocks. Actually I don't know what would be faster to render/compute; an image file, such as these, or a huge set of blue nodes such as Jon's blocky ones.
An image file is certainly faster! Why? I don't know; maybe because, apart from the displacement, the texture already exists and less rendering is needed. It also requires only one displacement (the gray value of the texture) as opposed to a lot of procedural textures.
Quote from: archonforest on April 23, 2019, 03:45:41 AM
Very nice.
How did u applied these maps in TG to get that result?
The textures are TIFF files loaded as an image map and mapped along side Z or side X. Unfortunately this only works in one direction, and the other direction gets stretched. So the camera has to be in exactly the right place. Important: the image maps must be passed through a transform shader with world space enabled.
Quote from: René on April 23, 2019, 04:12:51 AM
Quote from: archonforest on April 23, 2019, 03:45:41 AM
Very nice.
How did u applied these maps in TG to get that result?
The textures are TIFF files loaded as an image map and mapped along side Z or side X. Unfortunately this only works in one direction, and the other direction gets stretched. So the camera has to be in exactly the right place. Important: the image maps must be passed through a transform shader with world space enabled.
Thank you. Very interesting. Will try it.
Really interesting technique beautifully executed.
I used a Y projection (with my squares.gif) and merged that with a transform shader with 90º rotations, which also works.
It didn't occur to me that I could do that with image maps. I'm going to try it. Thanks for the tip!
Quote from: Dune on April 23, 2019, 05:12:47 AM
I used a Y projection (with my squares.gif) and merged that with a transform shader with 90º rotations, which also works.
I've done cliff faces like that in the past as well with Y projection
Very impressive, René! Have to give this a try.
Were the texture files entirely hand-painted in Photoshop? Looks like some filters may have been applied to break up the colors and patterns.
The displacement map is initially hand painted. Next I used filters and levels to add extra detail. From the displacement map I extracted the color map on which I applied a number of other operations. From the color map I generated a bump map on which I painted extra cracks and irregularities.
It has been a constant going back and forth between Photoshop and Terragen.
Great stuff!
Beautiful !
It's a great technique, i'll give it a try ! Thanx for sharing !
This was unknown to me, thank you very much for this share!
STORMLORD
Great works ! Thank you for sharing these techniques.
A few more.
Displacement maps, fake stones and power fractals. I'm not sure about the vegetation, it's probably better if I leave it out.
Fascinating!
I think that with the vegetation is a matter of opinion. I like it better without it.
Or insert blocks in front and put up larger trees with grass, I myself am still trying, but my pictures are more abstract ;)
I like *some* of the vegetation, but it does not seem to belong on the tops of the rocks. The plants in the *cracks* make sense to me though. Small bushes, grasses, etc. would work there and help to add realism as well as better distinguish the elements of the image.
- Oshyan
The vegetation in between and even on top of the rocks should stay.
I can attest that Nature can find abodes for life even under the least hospitable circumstances. In my parents' garden I have a white gravel "basin" which is underlaid with two layers of plastic mulch. Still, given all these conditions, each spring I can see a few blades of grass growing up from, what is essentially, a few grains of dirt that occasionally drops in between the gravel.
Anyway, beautiful work René. No matter which decision you take, it's gonna be a cool pic.
Really great renderings, respect Rene!
STORMLORD
What would be interesting from my abstract point of view are rusty robot arms or wire arms that come out of cracks and on which grass tufts grow. There is also a leader arm with a shrubbery as a trademark :) ;)
Excellent idea.I'll get right on it! ;)
Some really nice cracks!