Just exploring rock shapes and textures. I've used both image maps and procedural textures which I shall continue to explore as there's lots of potential. There's lots that needs work but I'm not inspired by the basic architecture so I'm calling a halt here.
Nice setup anyway. I admit artifacts are hard to get rid of with strange displacements. Overlap or inside-out is imminent if you don't pay attention. It's always good to keep in mind that it's just a thin piece of skin that we're trying to fold the way we need it. No volumes.
Echo Ulco. Nice render...and I know the struggle with needles or stuff like this since i worked with Luc 's canyon...
You'd be shocked to by what nature creates that we find as erroneous displacement here in Terragen. Often I'll knit-pick both clouds and displacement, and take a walk through the woods (always interesting cliffy stuff and erratic boulders and stuff) and be immediately corrected by nature doing all sorts of absurd geometric shapes, even in clouds that I often pass up in seeds as (bad).
Granted, straight tears into the huge void that is a the planet is another story. lOl
The trick really, is mixing these types of noises with other noises, less noises, etc, to create a realistic continuity. When I find something interesting in nature, it isn't repeated over and over. :P
Looks great my friend! :)
Well done in any case...a good jumping off point for a new and better grab at the brass ring...