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General => File Sharing => Archive (Broken Links) => Topic started by: CCC on January 23, 2010, 11:09:58 PM

Title: Dune test
Post by: CCC on January 23, 2010, 11:09:58 PM
Another try at creating dunes. I added a luminosity noise for some sparkle in the sand grains as well.
Title: Re: Dune test
Post by: folder on January 24, 2010, 12:10:52 AM
thanks for the hard work and sharing

david
Title: Re: Dune test
Post by: Dune on January 24, 2010, 02:19:38 AM
I would repeat the ridged fractal on a smaller scale (less displaced of course), mixed with some medium scale perlin, instead of the lines.
Title: Re: Dune test
Post by: CCC on January 24, 2010, 03:39:55 AM
But there are dunes like this with the lines running through the main features as that was the inspiration. The pattern i can not get is this. In the image notice how there elongated but nice and wavy as well. The small scale lines appear to be soft clamped and that is also hard to get down.

Title: Re: Dune test
Post by: domdib on January 24, 2010, 05:27:38 AM
Have you had a look at Tangled-Universe's sand shader at NWDA? His sand comes in ridged patterns.
Title: Re: Dune test
Post by: CCC on January 24, 2010, 05:31:40 AM
I have and not exactly the patterns i am looking for. I might keep attacking this some more.
Title: Re: Dune test
Post by: Henry Blewer on January 24, 2010, 08:43:30 AM
Martin's dunes use a sine based node network, I think. These would need a sawtooth based node set up.
Title: Re: Dune test
Post by: DJ on January 24, 2010, 05:23:35 PM
I tried to combine the basic terrain from here with the technique described in this thread:

http://forums.planetside.co.uk/index.php?topic=843.0 (http://forums.planetside.co.uk/index.php?topic=843.0)

DJ

[attachthumb=#]
Title: Re: Dune test
Post by: CCC on January 24, 2010, 06:53:07 PM
Looks good so far. I do recall that thread before it was buried. The crest function ideas were nice. Too bad that never happend.
Title: Re: Dune test
Post by: Henry Blewer on January 24, 2010, 09:01:06 PM
This is looking good. The only problem is the downwind side of the dunes. They should be smoother. I have not found a way to do this yet.
Title: Re: Dune test
Post by: mogn on January 24, 2010, 11:53:13 PM
Quote from: njeneb on January 24, 2010, 08:43:30 AM
Martin's dunes use a sine based node network, I think. These would need a sawtooth based node set up.
Title: Re: Dune test
Post by: Henry Blewer on January 25, 2010, 08:03:28 AM
I had to grab this screen shot! Thanks for posting it. 8)