"we've tried everything we have on the dunes, but we just cant seem to fully break through the surface of the dunes, all we've managed to do is make a few dents"
just started working on this last night..
rendered today - 6h 12m 47s - 0.9/ AA6/GI 1/2
surfaced with just two default surface shaders, one has a water shader plugged into the child layer, and the other just has PF on the color function.
This has a nice velvety look.
now rendering a second version, i changed the noise flavor, and added some small displacements onto the water shader, made other surfacing changes, ...ill post it on here later.
as promised, version 2 :)
great improvement in render time- 3h25m45s @ 0.95/ 7AA/ GI 1/2
It's like an image of shiny cloth.
wait until you see the next one, shiny cloth like surface with rough, sharp (likely dangerous) features. ;)
excellent idea....i was playing around a few days ago but using powerfractals on surface layers...with no success on this sort of thing
Interesting surface color you got here. Nice work!
AARRRRGG!! bucket errors and rasterised pass errors!!!!!
i was rendering at a resolution of 2880x1620
wasn't expecting that to happen, especially with this sort of scene.
is this what you are looking to do?
its the same sort of method I used with a render I posted in ashundar yesterday, but the file went corrupt, so i started another one but with no terrain. this is just surface layer with a powerfractal attached.
not at all, i have a terrain power fractal, like the one in my last render,
now i have plugged in a displacement power fractal to the water shader (the darker reflective areas on the dunes)
the feature scales and lead in scales are small, and identical, the displacements are only 1m or 2m tall
Quote from: Redwolf on March 24, 2010, 04:03:18 AM
is this what you are looking to do?
its the same sort of method I used with a render I posted in ashundar yesterday, but the file went corrupt, so i started another one but with no terrain. this is just surface layer with a powerfractal attached.
here it is, not exactly what i thought it would look like, but its still neat. :)
i will continue to experiment with this, see what other interesting displacements i can come up with.
ahh i see what you are trying to do now, nice one
trippy looking!
the dark spots are some sort of organic semi-solid jelly, i would advise you not to try to eat any of it. ;)
theres no telling what would happen to you if you did.
IT'S.........
PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME!
WHERE HE AT? WHERE HE AT? WHERE HE AT? WHERE HE AT?
THERE HE GO! THERE HE GO! THERE HE GO! THERE HE GO!
PEANUTBUTTERJELLYPEANUTBUTTERJELLYPEANUTBUTTERJELLYWITHABASEBALLBAT!
PEANUTBUTTERJELLYPEANUTBUTTERJELLYPEANUTBUTTERJELLYWITHABASEBALLBAT!
You really must excuse my idiocy here, Z, I'm not really 11 years old. That just couldn't be avoided!
I was reminded of the Family Guy episode where Brian re enacts this imbecilic tune. :D
Cool surface in the latest one!
The reason for the errors is probably due to reflectivity calculations on very rough surface, causing lots of interreflection. Are you using soft reflection at all?
- Oshyan
Oh no! the toxin has gotten into DandelO's brain! hes losing it now...oh wait, he already sorta had.....:D :D
i warned ya! :D :D
Quote from: dandelO on March 25, 2010, 09:12:11 PM
IT'S.........
PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME, PEANUT BUTTER JELLY TIME!
WHERE HE AT? WHERE HE AT? WHERE HE AT? WHERE HE AT?
THERE HE GO! THERE HE GO! THERE HE GO! THERE HE GO!
PEANUTBUTTERJELLYPEANUTBUTTERJELLYPEANUTBUTTERJELLYWITHABASEBALLBAT!
PEANUTBUTTERJELLYPEANUTBUTTERJELLYPEANUTBUTTERJELLYWITHABASEBALLBAT!
You really must excuse my idiocy here, Z, I'm not really 11 years old. That just couldn't be avoided!
I was reminded of the Family Guy episode where Brian re enacts this imbecilic tune. :D
Cool surface in the latest one!
oh-
i think im going to incorporate your cracks shader in a upcoming render, and tweak it a bit.
Quote from: Oshyan on March 26, 2010, 01:15:21 AM
The reason for the errors is probably due to reflectivity calculations on very rough surface, causing lots of interreflection. Are you using soft reflection at all?
- Oshyan
thats what i figured
yeah that one render had some rough displacements in some parts, as for soft reflections i dont know, i was using the water shader for reflections
Quote from: Redwolf on March 24, 2010, 04:03:18 AM
is this what you are looking to do?
its the same sort of method I used with a render I posted in ashundar yesterday, but the file went corrupt, so i started another one but with no terrain. this is just surface layer with a powerfractal attached.
Redwolf, this is exactly the effect I'm looking for at the moment. Can you tell me something about the settings on the power fractal?
Best! -- Diane