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Image Sharing / Re: All these worlds...
Last post by raymoh - August 17, 2019, 03:50:21 am
Now here is an edited version of "Cherenkov's Planet". 3 layers of reflective/translucency shaders, raised the brightness, less fog and added some rays to one of the suns to accentuate the high radiation of this "flare event" that occurs to this red dwarf. Needed some render time.

Weird Worlds - Cherenkov's Planet.png
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Image Sharing / Re: Planetoid Crater Shader te...
Last post by WASasquatch - August 17, 2019, 03:23:36 am
Quote from: Dune on August 17, 2019, 03:20:57 amI guessed it would have been the distort by normal. I sometimes do a minus distort, which flips the colors.  But you have to be careful with the amount, as RenĂ© also said a while ago.

Unfortunately being careful just for the sake of the inversion doesn't help you achieve the desired effects though.

I do wonder if a noisy breakup between negative and positive warps or distorted PFs would look better. Gives me ideas.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by WASasquatch - August 17, 2019, 03:21:17 am
Quote from: Dune on August 17, 2019, 03:02:52 amBut I don't think that can be changed within the software, unless there can be a way to set a color to the node manually (or lock it?). I usually add a group around it with big letters saying KEEP!, or something like that.

I've asked for this twice I believe. Would be nice in general for project demonstration, visualizations of the projects work flow, and of course sharing.
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Image Sharing / Re: Planetoid Crater Shader te...
Last post by Dune - August 17, 2019, 03:20:57 am
I guessed it would have been the distort by normal. I sometimes do a minus distort, which flips the colors.  But you have to be careful with the amount, as RenĂ© also said a while ago.
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Image Sharing / Re: Saale
Last post by Dune - August 17, 2019, 03:18:32 am
Ice sheet is supposed to be this high (at least 200m), breaking up when temperatures rose again. But as said, a long way from what I wanted, but to set the scale I needed the mammoth.
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Image Sharing / Re: Planetoid Crater Shader te...
Last post by WASasquatch - August 17, 2019, 03:16:26 am
Quote from: Dune on August 17, 2019, 02:53:51 amLooking good. I agree that some of the smaller displacement areas are too rough. And there's a glossyness (very visible near the top) that is a bit too much IMO. I would have thought planetoid surfaces would be pretty dusty and the macro/micro displacements of rocks, sand and crevices absorbing light and reflections. But maybe I'm wrong, and some have pretty reflective surfaces.

No reflections at all. That's the warping effect that happens in TG that I can't overcome I was tlaking about. Wish there was a noise shader almost. It's sorta why I don't like Distort by Normal in terrain shaders, makes it very weird looking where peaks cause colour inversions. One side is one tone, other side another tone.

Take a look at the craters. One side of the peak is one colour, the other another colour. Warping is just weird in TG. Need better methods.

I use warping to achieve all the interesting shapes, otherwise it's very flat, and uninteresting, and not very planet like.
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File Sharing / Re: Water Library
Last post by Dune - August 17, 2019, 03:11:02 am
Ah, that's an oldy. I don't know if I ever took it further, but center lift/dimple won't be too hard I guess, and (from my head) outward lean should be possible too.
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Image Sharing / Re: Olive Grove Sanctuary
Last post by Dune - August 17, 2019, 03:07:00 am
Cool setup, Bobby. Nice statue too. But do add some fake gravel to the ground and/or more small grasses, if you want to continue with this one.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by Dune - August 17, 2019, 03:02:52 am
I kind of agree with Jordan, to a degree. Removing clutter is great, as I used to add 2 null shaders, one inside the other to invisibly link to a compute terrain or compute normal (indeed off some sideline or loose fractal), to get rid of all the lines, and have it off the main nodes anyway. So this is very handy.
But you now may have loose shaders that 'carry' the pops, and are not distinguishable, and seem redundant. But I don't think that can be changed within the software, unless there can be a way to set a color to the node manually (or lock it?). I usually add a group around it with big letters saying KEEP!, or something like that.
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Image Sharing / Re: Planetoid Crater Shader te...
Last post by Dune - August 17, 2019, 02:53:51 am
Looking good. I agree that some of the smaller displacement areas are too rough. And there's a glossyness (very visible near the top) that is a bit too much IMO. I would have thought planetoid surfaces would be pretty dusty and the macro/micro displacements of rocks, sand and crevices absorbing light and reflections. But maybe I'm wrong, and some have pretty reflective surfaces.
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