Hi all,
I wanted to give you folks a preview of what I'm working on and hope to have a download here soon. I would like to thank efflux reminding me about this much needed shader. Currently this one is made for displacement but I have one for color/displacement in the works.
The fractalization is based off this work - http://forums.planetside.co.uk/index.php?topic=1168 (http://forums.planetside.co.uk/index.php?topic=1168)
Check out the image and you will see in the upper right corner with basic voronoi, directly below is the same file with fractalized voronoi and then some other examples. This shader will include smoothstep, bias settings and more to give the user a good deal of control.
Thanks,
Glen
Here is another example of it's uses...
Glen
That looks really cool on the water! Never thought of using that on water, well done!
Applying such a stuck of functions to surfaces is not new at all, but as far as I can see you made some real good work of it.
Many scale-variations and warping/distorting. With some breakup and strata etc. this might give very realistic results. Well, might, it will ;)
Looking forward to see how this involves and of course the images :P
Martin
Very much the same as a shader set I'm working on to share, aswell. Both for voronoi cracks and caustics/waves.
That's nice seafoam distribution, I'm trying to properly distort the voronoi with smoother fractals for my caustics shader, you seem to be quite close to what I'm trying for with your foam, a little less colour roughness would be ideal for applying to my warped voronoi caustics. It seems your using the voronoi as the inverted blendshader of a fractal here, it's working nicely.
If you stick a 'complement colour' function after the voronoi you'll negate the need to negate the blending shader but you've probably already got that, it's impossible to tell with just a rendered image, it just seems like that from the first post's image where the cells are white, instead of the cell's borders. (a colour adjust shader is probably needed aswell as a comlement colour, in most cases the white really overpowers the black without one).
Liking your results so far...
Thanks guys!!
One thing I should say is that I still have a lot to learn about nodes and my fractionation method is quite simple but it gets the job done. Once this available and you folks have a chance to look at it I will be interested to get some feedback so I can improve.
The water distribution is done by using a surface layer and minimum slope constraint, this still needs a lot more attention.
dandelO - I will be interested to see how you approached this and to check out your caustic shader. I have used the colour adjust shader but not the complement colour, thanks for the tip.
Glen
Depends on how you use it of course. Although I do understand some of the blue nodes I prefer to use them as less as possible.
My approach often is to put a colour-adjust between the voronoi and the surface-shader and then set it to inverted blending.
It's practically the same, but for me a bit easier to understand.
Nice work! Looking forward to seeing your final result.
Thanks old_blaggard!
I was messing around with trying to have a shader that could displace or work as a blend shader but I'm running into some issues. So the displacement version will be released first and hopefully there will be something ready for the weekend.
Glen
This is very interesting. Especially the foam is great, much better than the ridged fractals. Looking forward to see more!
Great work, looking forward to this one :)
richard
cyphyr and Dune,
Thanks for the positive feed back, should be posting another test rendering soon.
Glen
Here is something else to look at, just showing how some different warp values effect the voronoi. Because a Power fractal shader is used to drive the warp there will be an almost endless possibility of variations.
Glen
This looks impressive.
Very impressive fractured rock engine you have going. This'll be a very useful tool in the Terragen toolbox. Eagerly awaiting the clip file.
John
I glad you mentioned voronoi fractal in the other post efflux, I just couldn't get it out of my mind. :)
Hopefully you won't have to wait to much longer John, I'm hoping to get it ready this weekend.
Glen
Hi all,
Well here it is, this is probably not the best way to do but I'm learning and hopefully it will be useful to the community. I have included a help file, please let me know if it actually helps. :D
This is the displacement version, I'm working on one that could be used for color and possibly for displacement too.
Glen
Impressive...Thnx!
You guys rock!
Still looking for human population though..is there a tgo for humans?
I'm still noob..please dont bite me XD
Thnx!
Thanks Glen.
John
Hi
Thanks for the tgc, whilst I've achieved similar effects using similar techniques, I've never created anything so well structured, organised and generally useful
Thanks - great work
Thanks guy's, I'm happy to see someone make use of this.
Glen
Thank you very much. It looks fantastic.
Keep up the good work ;)
- Terje
Excellent work, thanks for the files, just what I've been trying to figure out.
Thanks very much, Glen. Just downloaded, and I can't wait to see what you cooked up.
I took a quick glance at this. I am going to need time to sort it out. But anyway, I plugged it in and did not see anything on the render. It's probably something I missed. I did find the jpg pic of the node array interesting. I have a couple days off starting Wednesday morning. I will work on it then.
Great!
Dont work on me though...Can you post the node network settings? Im still new...
Thnx!
This is great work - thanks for sharing!
Thanks everyone!! It's nice getting all the positive feedback.
I have made a quick sample scene for anyone who is having a problem getting it hooked up, I should have done this before.
Glen
this looks very useful, Glen...thanks a million!
Here is my first little experiment with it - looks intriguing.
I now use fake stones and fractals to fake rough distant vegetation, such as moorland, but it looks like this could also be very useful.
I am still having difficulties. I took a hard look at the node structure last night. I don't understand the differing clamp functions, but the differing nodes of each scale of voronoi did give me a good place to start.
Good Stuff, I am glad that some folks are really pushing things here!
I thought that I once shared some voronoi-driven cracks, but cannot find it anymore.
As I have no time for checking the files shared in this thread, I apologize if this technique is the same. Else, get your inspiration (The nodes are inside the Internal Network of the group).
Have fun!
Volker Harun
Cool, Glen. Thanks for your work.
Very, very nice glen! Thanks a bunch!
Thanks Volker! What a steal!!! :P
Thanks for all the nice comments!!
Volker, thanks for sharing your network - I will be checking it out.
Here are a couple of images of some new sea foam, there's some displacement on both and one has the foam broken up a bit.
Glen
Worked out my own version. It's really simple, but works. I was also able to use the clamp functions for the first time. Thanks!
Glen, what did you use to create this water? This is the closest I've seen to real.
calico,
Here is the file, what better way to see how something works - well if you don't mind digging through nodes.
I should also mention my posting will be minimal for a while, I had Rotator Cuff Surgery (a few weeks ago) so for a couple of weeks I was spending a lot of time on Terragen but now I'm working from home most of the time and we are quite busy.
But I will continue to work on this stuff, one thing to note this is my newer node that doesn't use displacement and there are a few things I want to improve on.
Glen
Thanks for sharing this - great work! Hope you recuperate quickly.
Glen, thanks for your willingness to share what you know and with such generosity. This sort of gesture is what makes this site one of my favorite of all time.
I can't wait to take a dip into this file.
Hope your shoulder is feeling better and all mends quickly.
Thanks a lot, Glen. In view of my understanding of water, this will be very helpfull again. Get well soon!
Thanks a lot for sharing!!! This is so great!
this looks really promising, thank you sharing,
I wanna try to use this in my next render project.
Thanks for your compliments and your kind words everyone. :)
calico,
That's one of the reasons why I wanted to share these files, I have learned so much from other folks in this forum - it's a great forum.
Glen
Yes it is a great forum, and we all appreciate you sharing your efforts!
Good luck with your healing process and take care. - Bill .
thanks for sharing Glen...great work you are doing...
Thank you Glen. Sharing here helps to advance our thinking and improves our work ...really appreciate this.
Bob
Hi Bob,
Thanks for your appreciation, I'm glad that it's useful to you.
Now I have to get back to work on the next version but there are some issues that I need to resolve first.
Glen
Ditto to Bob's comment..heal well
Glen, it's been a long time ago, but this is just a marvelous thread. Thank you again!