Hi there,
long time no image post.
To change that here is a little test I did recently. After seeing and inspecting René's
Manhattan Project.... uhm errrh Manhattan .tgd(thanks René) it dawned on me that
I had never tried to apply an Alpha (Depth Grab) as Vector-Displacement. So I went
ahead and did it.
And while I was at it I tried to apply some colours with colour adjusted image masks
as well.
VD---test-2-col---d6aa6.jpg
For your convenience here is a comparison gif of another version.
VD----test-2b.gif
Quote from: j meyer on August 07, 2019, 12:43:13 PMHi there,
long time no image post.
To change that here is a little test I did recently. After seeing and inspecting René's
Manhattan Project.... uhm errrh Manhattan .tgd(thanks René) it dawned on me that
I had never tried to apply an Alpha (Depth Grab) as Vector-Displacement. So I went
ahead and did it.
And while I was at it I tried to apply some colours with colour adjusted image masks
as well.
VD---test-2-col---d6aa6.jpg
For your convenience here is a comparison gif of another version.
VD----test-2b.gif
That's pretty cool, and you don't get weird angling? Usually without actual R and B data the vector displacement will lean a direction.
Very cool!
- Oshyan
So cool! Looks great!
Funny thing: last weekend I watched Andromeda Strain on TV and when I saw this I was immediately remembered to that film! :)
Impressive work
Interesting feature. Though I would not recommend it to people with hole-o-phobia. ;)
Nice to see you again, Jochen! Great effect, looks like something organic.
The vdisp 'problem' is however still present. It's all displaced to left and up, at least the ribbons are. Can't see how the holes are done, separete normal displacement?
I've used vdisp to get outcrops on many occasions (trying to avoid a compute terrain/normal), and if using any other than perlin, you get ridges on one side and billows on the other. The best way to get say billows on each side is to mask each side's vdsip by an angle mask, and use 4 vdisp shaders.
But then it's easier to just add one compute terrain/normal ;)
Thanks all. :)
Indeed the vdisp 'problem' (weird angling) is still there in some places unfortunately,
but nonetheless vdisp yields better results than normal displacement here. Lowered
the x and z values and upped the y to compensate a bit.
A compute terrain/normal didn't help either.
Ribbons/veins and holes are both done with the same tiling depth grab in one step.
Only colours are done with 3 masks derived from the depth grab.Topmost ribbons,
the smaller ones and the holes.
Great work Jochen!
Quote from: j meyer on August 08, 2019, 12:27:43 PMThanks all. :)
Indeed the vdisp 'problem' (weird angling) is still there in some places unfortunately,
but nonetheless vdisp yields better results than normal displacement here. Lowered
the x and z values and upped the y to compensate a bit.
A compute terrain/normal didn't help either.
Ribbons/veins and holes are both done with the same tiling depth grab in one step.
Only colours are done with 3 masks derived from the depth grab.Topmost ribbons,
the smaller ones and the holes.
I wonder if you could use a twist and sheer to lean back the displacement.
It would tilt the whole lot. You could add a + or - color to the vdisp input, but that wouldn't remedy it really. What I said earlier; you'd basically need 4 vdisps in all different directions masked by those directions (normals).
Ulco, have you ever tried your 4 vdisp method with a seamless tiling image?
My guess would be that you would loose the seamlessness or am I wrong?
That first image
You ever see The Andromeda Strain?
Reminds me of the inside of the Scoop VII satellite
I've experimented with it, but never adequate enough to determine that. But I'd say you're right. Vdisp is still a bit awkward. Btw. was it 32-bit exr you used or 'just' a grey tiff?
Silencer - I'm not sure wether I've seen it or not. If so it was long ago.
The basic 'hills' were done with a 32-bit exr, but for the 'veins and holes' I've
used a 16-bit greyscale psd (ZB-Depth-Grab).
32bit float Tiff's work great in TG FYI
Oh yes, I know.
Quote from: Dune on August 11, 2019, 03:55:09 AMOh yes, I know.
Oh I love this, it totally looks like a Bear. Was that the intent? Cause people would totally name that landmark after a Bear. Lol
Sure, sculpted a 'bear' in mudbox and grabbed a 32-bit displacement map.
LOL! Freaking cool.
Cool stuff! :)