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General => Image Sharing => Topic started by: Beep the Meep on January 04, 2018, 09:27:41 AM

Title: displacement test
Post by: Beep the Meep on January 04, 2018, 09:27:41 AM
[attachimg=1]
Title: Re: displacement test
Post by: archonforest on January 04, 2018, 10:06:03 AM
Interesting formation.
Title: Re: displacement test
Post by: Oshyan on January 05, 2018, 02:25:20 AM
Displacement success. :D

- Oshyan
Title: Re: displacement test
Post by: mhaze on January 06, 2018, 09:41:06 AM
Nice rock!
Title: Re: displacement test
Post by: bobbystahr on January 06, 2018, 03:52:24 PM
Displacement success. :D

- Oshyan


hear! hear!
Title: Re: displacement test
Post by: AndyWelder on January 06, 2018, 05:39:45 PM
This raises a question: Do folded brains produce folded thoughts?
Great formation!
Title: Re: displacement test
Post by: Cocateho on January 11, 2018, 06:03:22 PM
This rocks! Haha...haha...ha
Title: Re: displacement test
Post by: bobbystahr on January 12, 2018, 07:58:39 PM
This raises a question: Do folded brains produce folded thoughts?
Great formation!

I'll let y know, gonna do some brain folding this evening hee hee hee
Title: Re: displacement test
Post by: D.A. Bentley on February 14, 2018, 10:43:46 PM
Any tips on doing this?  Is that rock an imported model, or is that the Planet?  I have never tried displacements, so I have no clew.

If you are open to posting a screen shot of your schematic, it would be helpful for us amateurs.  ;)

-Derek
Title: Re: displacement test
Post by: the first seer on February 15, 2018, 06:33:09 AM
That's cool, thanks for the tip!

I have not dealt much with it since I like to create and test terrain influenced by fakestones and textures.

But I'll look over here more often and also try something :)
Title: Re: displacement test
Post by: the first seer on March 05, 2018, 06:38:18 AM
Have a nice morning with the floating rock! :)

 I worked here for the first time with displacement of an octrahedron in Terragen 4 to create the rock.
Title: Re: displacement test
Post by: AndyWelder on March 05, 2018, 03:24:20 PM
Great result! Way better than my experiments with "floating rocks".
Title: Re: displacement test
Post by: the first seer on March 08, 2018, 03:34:41 PM
the floating master rock

After the first exercises, I have now created a surreal work, it is fascinating what you can do everything, the floating master rock is often seen in the morning in "Orakum", there he floats to the next inn, yes ... rocks are hungry. .. on small rocks of course.

I've added 2 more surface layers, in camera projection, one with bricks and one with green switching board ... a little toned down but they complete the picture.
Title: Re: displacement test
Post by: Dune on March 08, 2018, 03:39:06 PM
Great! Nice rock texture too!
Title: Re: displacement test
Post by: the first seer on March 08, 2018, 03:41:49 PM
Great! Nice rock texture too!

Thanks a lot my friend :)

I am very happy that I have become aware of this thread first and thank the author.
Title: Re: displacement test
Post by: D.A. Bentley on March 08, 2018, 07:07:13 PM
(Attachment Link)

Can someone explain how one might do this type of displacement?
Title: Re: displacement test
Post by: the first seer on March 09, 2018, 09:25:36 AM
.
Title: Re: displacement test
Post by: Dune on March 09, 2018, 09:37:38 AM
I think he means the blob. Which you can do by softish simple shape to raise some terrain. Then a compute terrain (or compute normal and tex coordinates from XYZ), then a surface shader, in which you can set minimum altitude and fuzzy (5 and 10), then use the displacement offset to bulge the blob outward. As children you can add additional PF's for major or small, stretched or non-stretched displacement, fake stones, fractal warp, etc. Feed surface shader into base colors, etc.
Title: Re: displacement test
Post by: the first seer on March 09, 2018, 09:58:38 AM
OK!
Title: Re: displacement test
Post by: D.A. Bentley on March 09, 2018, 06:37:20 PM
I think he means the blob. Which you can do by softish simple shape to raise some terrain. Then a compute terrain (or compute normal and tex coordinates from XYZ), then a surface shader, in which you can set minimum altitude and fuzzy (5 and 10), then use the displacement offset to bulge the blob outward. As children you can add additional PF's for major or small, stretched or non-stretched displacement, fake stones, fractal warp, etc. Feed surface shader into base colors, etc.

Thanks for the hints Dune!  Now I have somewhere to start.  :)