Hi,
I am silly - thatswhy I upload here those images that I am not really satisfied with, but might be interesting for the community.
Feel free to ask! :D ;D :D
Regards, Volker Harun
And here comes the first:
'Crispy Ranges V2'
great name, they do look rather crispy. its it a texture or is that nodecraft?
regards,
Will
Hi Will,
it's built with nodes. The 'embossed snow' technique to be exact 8)
Nice.
regards,
Will
I like the color scheme of the image, but there seems to be something a bit "off" as to how the snow technique is integrated.
Hi Old_Blaggard,
thanks for the input. I agree with you. It got from crispy to crunched ;D ;D
Finetuning could provide some interesting strata - in future.
Volker Harun
Absolutely AMAZING!!!!
Hi, here is another one.
I am bit tired of this scene, though it might be a WIP.
Regards,
Volker Harun
Nice, Love the terrain.
Regards,
Will
Nice terrain and surfacing. It's good to see that TG2 can still do nice plant textures without using objects.
nice render... would be nice to see what it looks liek without cloud ray tracing on though... the first one is also a good adaptation of the snow emboss technique...
Hi King_tiger,
you are right. Those sunrays or rather the shadows of them are a hazard for me ,-)
I will upload these minutes the finished render with minimized sunray-effect on renderosity.
Regards,
Volker Harun
(http://www.renderosity.com/mod/gallery/media/folder_139/thumb_1388474.jpg) (http://www.renderosity.com/mod/gallery/index.php?image_id=1388474)
Beautiful render! Simply fantastic. Great job!
nice one bro!!
It's a very good composition Volker, I love it. I'm looking for new updates, if it becomes a wip :)
Lucio
This is a Work in Progress. Version 0.6
The terrain being developed is 'Hornblower' 8) ;) ;D
At the moment Version 0.9 is rendering with refined shaders and lighting.
Nice work Volker. Can't wait to see the finished render. Nice contest entry btw
very real looking rock and a nice atmo too...look forward to seeing more!
Nice, can't wait to see more.
Regards,
Will
Very nice rocks. Good job!
Volker have you wrote a tutorial on how did get your great resalts?
Regards,
Will
I didn't read all the replys but you should flood that valley and the POV you choose wuold make for a great spill! Very nice work!
Hi Will,
I do not have a tutorial, as this terrain is still an ongoing process.
The basics are a simple fractal terrain, two twist and shears (partly oppsite directions) and a warp-shader.
Thanks for all the comments, V.Harun
Maybe you can see here better how the twist and shears are working in different directions:
Quote from: Volker Harun on March 02, 2007, 12:43:58 PM
Maybe you can see here better how the twist and shears are working in different directions:
Is that two toad rock? ;) Nice work..
Nice job! The surfacing is really coming along.
Volker, excuse my ignorance ::) but what can I feed into the warp shader to make it work? ???
The wierd colouring in that latest picture makes it look amazing...
@nvseal: The warper of the warpshader is its distribution. The Power fractal on the Shader-input needs displacement activated and a displ-multpl. of high values.
Attached is the Version 0.9 of the Hornblower terrain.
Feel free to study and modify it.
Version 1.0 has a tiny secret (the surface):
(http://www.renderosity.com/mod/gallery/media/folder_140/thumb_1395950.jpg) (http://www.renderosity.com/mod/gallery/index.php?image_id=1395950)
This is a fantastic image! Thanks so much for sharing!
Another unfinished one ... well, right in the moment I get some ideas to improve the image and it might be a WIP.
What is your opinion about a wider field of view and some strata? Any other ideas?
Regards,
Volker
Marvelous terrain. Excellent point of view. Cool clouds. I like this perspective.
Aaaaaaaaaaaaaaaaah, perfect :-\
I really do like your Hornblower but I don't want to sign in at that page... have to live with the thumbnail I guess :'(
Nice. Long time no see any Volker images but I haven't posted much myself.
Hi!
Is anybody aquainted with the movie 'Austin Powers' and that scene with Willie Nelson? The scene with Dr. Evil's rocket?
Fun image with a simple distance-shader displacement and weird colouring. Wonderful Tgos by Klas - they deserve a donation! (I will).
Merry X-Mas, may there be peace upon you and your beloved.
Volker
Just a bit phallus, but I like those textures, it's almost like a tree after a lightning strike, if you had some scored charcole type powerfractal on top of that.
Nowt wrong with a phallus at Christmas ;)
Excelant, realistic and funny image, could almost imagine coming across it in a sculpture park :)
Richard
Cool texturing, Volker. I like the plants, too, and agree Klas has awesome plants.
I like the texturing very much and also the fern! :)
Hope that this "thing" there is just Dr. Evil's rocket and nothing else! :-[
That Thingy looked very different in the previews ... funny, I never testrendered the bottom of it.
And going for the final render I just felt like killing the height-driven perlin-displacements (by Efflux).
So I was quite surprised how it looked like finally - and I was waiting quite a while to upload it.
Well, it is in my 'Junk-Thread', isn't it ,-)
Thanks for the critiques :-D
Volker
Some work in progress ... I am just getting aquainted wit those old Voronoi-functions again.
Pretty - and alien.
Cool cool cool! ;D
Martin
Hi
Amazing Shaders!
ciao
Naoo
Nice texture. It would look cool in a game.
Cool. I like the way those circles are gouged into the surface without losing the larger shapes.
Quote from: Volker Harun on August 17, 2009, 05:11:37 AM
Some work in progress ... I am just getting aquainted wit those old Voronoi-functions again.
This looks like some crazy celtic carvings, is there a mystical stone circle just out of shot?
Simon. ;D
@njeneb: These textures are a bit too slow for procedural calculating within a game.
@Efflux: Thanks, it is just a matter of the displacement factor
@littlecannon: ;)
I was thinking more in the line of a bitmap. A false b/w image for bump mapping.
Still, it's a neat and interesting image.
@Njeneb: Are you thinking of a certain project that I can help you with?
Oh. Are you sure this isn't a photograph, Volker? :P
No. My programming days are over. I used to program on my Amigas, but assembler programming is now extinct. I do not like C.
very very cool ! :)
That is sooooo cool!!!
While playing with Perlin Noise, Sines, Cosines, ... there are a lot renders that are interesting, but frustrating.
Here is one, that I like a bit more.
Volker
Once again a game comes to mind. The Life Sim, with the predator/prey iterations. I always liked to watch these.
Another Perlin function, building up terraces.
The render is a small abuse of these ;D
N1H1 virus alert. Please do not touch your screen. ???
What does the landscape look like? Could be very useful.
Wana see that one animated :)
@cyphyr - Yes. This one - http://forums.planetside.co.uk/index.php?topic=813.msg78462#msg78462 ;D
@cyphyr ... animate ... in which way?
@calico ... animate ... in which way?
;D ;D ;D
@Richard, well, <cough> ... it seems that I forgot to save the scene ... <double-cough> ... Should be easy to recreate though. So I gave calico the pole ... with the promise to make yours better ;) What exactly - by the way - do you have in mind - should it be pulsating, moving, ...?
Hehe, It kind of looks like an alien probe, I can hear its distinctive high pitched hum, possibly the protrusions move in and out, sensing its environment. :) Just seeing it I can get ideas on how to re-create something similar although unfortunately I am at the moment distracted in other areas of TG. Keeping focus is a real problem, every time I learn something new I'm off exploring the wilds.
I'm in space at the moment :)
Richard
Got it ... one main problem is the time ... calico's takes at the moment 6' per frame. Your spy drone took 54' as a single frame. A minor problem is that those terraces were a negative displacement - a single one. So I get teased to do something creative ... let me finish this procedural craters and keep me remembered of this project, okay!?! :D :) ;)
Volker, I'm not serious...well, am I? LOL You can do it - I want to see it. It would be so cool to see those lines dancing around all over in some sort of rhythm. Maybe to "All That Jazz"?
Quote from: Volker Harun on September 13, 2009, 04:25:57 PM
Another Perlin function, building up terraces.
The render is a small abuse of these ;D
this reminds me of those planetoid cities M.C. Escher drew.
@Calico ... too late for wishes ... :P ... just a simple 4 second :( anim: http://www.youtube.com/watch?v=4YYbFZWTK5k
The setup has only one surface layer, so I just animated the Perlin that modulates the Sines and Cosines.
COOOOOL!!! More, more, more!
Quote from: calico on September 16, 2009, 08:58:22 AM
COOOOOL!!! More, more, more!
i second that, that vid was unlike any other TG2 vid I have seen so far.
Yet I was not able to produce a well lighted animation with that spy drone. And due to some time consuming tasks at work, combined with a slightly higher security restriction on log on / log off - I will not be able to continue it.
I will try to stay online to get ideas, share thoughts and some renders now and then.
Now the first of the last two (for today).
It is just my basic scene ... a 100m diameter sphere sitting on a planet. The starting scene for creating and testing ...
All that is new is a new combination of the tangent and cosine scalar.
Thanks for C&C ... but do not forget, this is just a Junk-Thread!
Volker ;)
Simple? I think you jest! Incredibly realistic would be a better description. The floor is just amazing...
The second one,
it has a function based distance shader (which is much easier than it sounds). I used it here for repetive symetry of functions that rather tend to go into an infinite tiny detail. ::)
You might see a voronoi based displacement, on the same pattern sit two different sine functions. The sphere is solely to disguise the pattern a bit. It is very good spottable at the top left (under the 2009), ad the left bottom and mid right.
Have fun.
Volker ;D
crazy :P
Flippin' ridiculous!
I can't even imagine. :o
I think you have been bitten by the function bug.
These are very cool. Now if they can be mapped onto a fractal mobius rotating in four dimensions... Just kidding. Didn't someone use math functions to mimic the spots and lines on animals? This is very similar.
Eeeeww. This is awesome. ;D
wow...what did you have for breakfast?
Mushric Magrooms, I suspect! :D
the breakfast of champions, or should that be ....champignons?!!!!
Volker, truly you are the master of the functions. :o
very very nice !!!
I hope i'll understand something about functions sooner or later ;D
Extreme close up of a ball in Spidermans' hand ?
Excellent as usual.
I am working right now on a project which needs special lighting and some very interesting shading.
The used object here is from the preferences of Groboto V3 Beta, called trafficBot :) I just love this Bot :)
Also used are Walli's Grasses .... thanks a lot, Dude!
Next steps will some more complex shading on the Bot and something that makes the wheels blend nicer into the ground ;)
C&C welcome ...
Volker Harun
Now that is cool!!! Very nice bump and light!
amazing light, Volker! Care to elaborate a bit on what you have been doing - lighting wise?
epic... tutorial please :)
Nice image Volker :)
But the grass looks like it is not on the ground ? Some kind of shadow problem?
awesome light Ôo !!!
Thanks ...
@Kadri: This 'diffuse' lighting makes it very difficult to spot the shadows. For me the grass do not look like floating, but this due to my subjective impression (as I know it sits on the ground) ;) Nonetheless it is a good advice for an objective improvement by reducing the softness of the shadows.
About the lighting:
- Place your camera.
- Turn off the sun
- Add a lightsource and put it somewhere ;) quite close to your scene. In the image the camera is about 8m from the Bot, the light has an approx. distance of 16m
- Increase the strength of the light to something that makes the scene be lit up ... I kept about one third of the scene quite dark. Play with the exposure!
- If the falloff of the light is too strong, move the light closer to your scene and/or change the Max distance of the light for finetuning
- Turn on Soft shadows ... these will only show up if the light source has a diameter larger than 0. The higher the diameter of the light, the softer the shadows and the closer the light, the softer the shadows. The quality of the shadows depends very much on the render quality ... make a crop of a shadow at quality 1 ... if there is still noise visible, you can increase the Soft shadow sample.
- Then we have fog ... I placed the standard Cumulus at a height of 0 and drew down the density to my needs - the fog lightens up the scene and I wanted to keep some strong contrasts - the fog gives this touch of diffuse lighting.
- Last, not least the EnviroLight: strength on surfaces got increased to something about 2.
- The objects colours are a bit insane ... the yellowish stuff for example has a light yellow colour and I changed the numerical value next to it to 4 .... this may cause the atmosphere to glow in fancy colours ... thatswhy decrease the envrolight strength of the atmosphere
I hope, I was able to help :)
thanks Volker, that was very interesting!
This image is related to the following topic, where we discuss how to shade populations procedural ...
http://forums.planetside.co.uk/index.php?topic=10810.0
here we see a 'failure' ...
Quote from: Volker Harun on September 24, 2010, 04:18:58 AM
...
@Kadri: This 'diffuse' lighting makes it very difficult to spot the shadows. For me the grass do not look like floating, but this due to my subjective impression (as I know it sits on the ground) ;) Nonetheless it is a good advice for an objective improvement by reducing the softness of the shadows.
...
Thanks for the explanation Volker:)
But sometimes i am too stubborn ,did you look at the shadow at near Volker , it still doesn't look natural to me ? Maybe some strangeness (bug etc.) from TG2?
Did i say that i am stubborn sometimes ;D
Hi Kadri ...
I understand you ... those shadow belong to an overcast scene with dim diffuse light conditions ... and the strong appearance of the light makes it bit surreal, doesn't it ;)
What I like is that I make you think and write about your thoughts ... it is very much appreciated.
Volker
Quote from: Volker Harun on September 25, 2010, 04:35:25 AM
... and the strong appearance of the light makes it bit surreal, doesn't it ;)
...
Yes indeed :)
Back to the roots ... a landscape :-)
Great image. I really like it. My only problem is it looks low res. Even the slightest zoom blows up the pixel very much.
Nice. I like the colors Volker.
Been a while. Very nice!
Like the palette of colors. Good to see a render from you. :)
Great colour palette and details... I love this! :)
If this could be complimented in another way, it would be like having layers of different chocolates.
Great Rocks!
Thanks for the replies :-)
@archonforest: Yes, indeed. Hence this is my 'Junk-Thread' I post images of scenes, that I am working on and will not continue. For this image the atmosphere, PoV and surface were a 2h playing with settings. And after a while I got bored by optimizing the water's and fake stones' appearance.
So mostly, in this thread, do not expect HiRes-Renders ;-)
Super render, the subtle colors are really great indeed. The sky and subtle, soft lighting make it perfect.
Love all of it!!!!
I love the scene construction but with my colourblindness I guess I need more garish colouring as it dissolves into murky mud for my eyes...
nice! Some pretty good variation for something you call junk! I like it.
Quote from: fleetwood on January 07, 2016, 05:54:27 PM
Like the palette of colors. Good to see a render from you. :)
Exactly my thoughts :)
Welcome back Volker!
great to see you again too!
I love the details and colours as has been said before... though, maybe a touch too sharp?
which pixel filter did you use?
cheers
J
It was rendered with Catmull-Rom at 3200x1800px scaled it down in Gimp after some unsharp mask ... I am out of order concerning sharpness control ... I am missing my iMac's screen ;-)
Quote from: Volker Harun on January 11, 2016, 11:09:35 AM
It was rendered with Catmull-Rom at 3200x1800px scaled it down in Gimp after some unsharp mask ... I am out of order concerning sharpness control ... I am missing my iMac's screen ;-)
heh heh, you have my sympathy.
Me as well but I can't run TG on my pre intel mac..2.5 G RAM will barely install version 1 when I tried....