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General => Image Sharing => Topic started by: Marcos Silveira on October 26, 2009, 08:46:17 AM

Title: I call it: Vale of the forgotten
Post by: Marcos Silveira on October 26, 2009, 08:46:17 AM
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Title: Re: I call it: Vale of the forgotten
Post by: inkydigit on October 26, 2009, 09:39:06 AM
nice, I love the big bushes, where did you get them?
Title: Re: I call it: Vale of the forgotten
Post by: Marcos Silveira on October 26, 2009, 11:43:16 AM
Thanx, the bushes are at NWDA.
Title: Re: I call it: Vale of the forgotten
Post by: Henry Blewer on October 26, 2009, 03:39:46 PM
I think the clouds are too geyser like. I do like the strong vertical element of them. Try using a warp shader where the density shader input is. Reconnect the density shader to the bottom input of the warp shader. Use a redirect shader one the top input of the warp shader. Then add a power fractal or two to the redirect shaders x and z inputs. The scales should be about the size of the density shaders.
Title: Re: I call it: Vale of the forgotten
Post by: Marcos Silveira on October 26, 2009, 03:57:42 PM
Thanx. I'll try new improvements like the grass been so sparse without some density here and there, vegetation in the hills and your "directions" for the clouds. I'll try some different soil types too. I really like savannas so I'm going to put some trees like acacias and sycamores. I'm excited for where your settings are going to lead the clouds to. I think of pinkish gradients too. Shit!! Lots of ideas and so few time...

Oh GOD, another +13 hours of render... 8)
Title: Re: I call it: Vale of the forgotten
Post by: Henry Blewer on October 26, 2009, 04:44:28 PM
I hope you like the suggestions for the clouds. I have been using this method sometimes. I got the idea from NWDA's Fantasy Cloud Pack.
Title: Re: I call it: Vale of the forgotten
Post by: Dune on October 27, 2009, 03:50:21 AM
Great image! But perhaps the vegetation and stones should be more clumped, by using a PF for extra distribution...

---Dune
Title: Re: I call it: Vale of the forgotten
Post by: Marcos Silveira on October 27, 2009, 06:17:25 AM
Quote from: Dune on October 27, 2009, 03:50:21 AM
Great image! But perhaps the vegetation and stones should be more clumped, by using a PF for extra distribution...

---Dune

And by PF you mean a Power fractal shader?!? Where would I link it? In the "use blend shader" area within the population node (vegs) and the fake stone shader??? I'll have to wait till weekend for working on it again. :-[
Title: Re: I call it: Vale of the forgotten
Post by: Henry Blewer on October 27, 2009, 07:51:03 AM
A power fractal or a distribution shader would do the trick, in the Blend by Shader input. I use the distribution shader for populations. I set the coverage down between 0.3 and 0.45. and set the spacing of the objects low. Works good for clumping.
Title: Re: I call it: Vale of the forgotten
Post by: Dune on October 27, 2009, 11:50:03 AM
Well, that kind of answers it. Thanks njeneb. I always just attach a Power Fractal to the blend input, and play with the settings of it. Then clicking the seed (of the population and/or the PF) a few times until you get a nice distribution.
Title: Re: I call it: Vale of the forgotten
Post by: Marcos Silveira on October 28, 2009, 05:53:26 AM
Nice!!! Clumpiness is "Da Word" for distributions!!! Thank you all for the suggestions and explanations. It is officially a wip right now!!!
Title: Re: I call it: Vale of the forgotten
Post by: littlecannon on October 28, 2009, 11:53:48 AM
Look forward to seeing your clumps... ::)
Title: Re: I call it: Vale of the forgotten
Post by: JimB on October 28, 2009, 12:35:55 PM
I love the clouds, but I'd definitely reduce their Y stretching to even half of that.