Stones, too :)

Started by Goms, December 17, 2010, 07:45:47 AM

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Goms

Hi,

inspired by Onyx thread here i did some stones on my own today.
Its nothing special so far, but a good start and something you can actually do while learning. :)

CC welcome!
Quote from: FrankB
you're never going to finish this image ;-)

Onyx

Very nice displacements on stones.. I like it !  :D

Tangled-Universe

That's looking promising :)

At the bottom centre you see a typical blown up stone, but hasn't exploded yet. You can clearly see the stretched texture space.
This is one of the toughest things in TG2 with stones: finding powerfractal settings for displacing stones which result in a minimum number of these types of stones.

Goms

Thx :)

yep, on some stones the "Tex coords from XYZ" i applied after the displacements seems to not work, so i guess i need to use a compute terrain instead... i'll see tomorrow. :)
Quote from: FrankB
you're never going to finish this image ;-)

aymenk2003

An other couple of Wonderful Stones...
N.KAID
Le peu que je sais, c'est à mon ignorance que je le dois.

freelancah

Nice work. Certainly the best stones Ive seen so far.. -That sounded very strange.. xD

Dune

Onyx got me experimenting with stones again as well, I'll post some as well soon. But regarding this:
QuoteThis is one of the toughest things in TG2 with stones: finding powerfractal settings for displacing stones which result in a minimum number of these types of stones.
Does anyone know why this happens? Is there no way to alter the fractals (color adjust, whatever) that these artifacts don't happen? I found that changing the variables in the PF for displacing/coloring the stones doesn't always get them right; it is often needed to alter the stone seed, and consequently you'll have a different spread.

Goms

Quote from: Dune on December 18, 2010, 03:29:36 AM
Does anyone know why this happens?

hm.
my guess is this: the stones are basically very strong displacements - a small patch of the ground gets displaced upwards in form of a voronoi and then displaced again in lateral directions. and sometimes it happens that tg2 does not compute the new surface right and the now bigger surface gets treated like a much smaller patch on the ground.
i now used a compute terrain node with a patch size of 0.001 and i still have this problem. so i think the problem is within the fake stone shader itself...
Quote from: FrankB
you're never going to finish this image ;-)

Goms

Ok, V2. first i tried to get rid of the bad stones by changing the seed like 20 times.. but the solution is much easier, if you don't need to stay with the form of the stones.
with a pancake effect of 1, i get no more strange stones at a tallness of ~1.5. :)
Quote from: FrankB
you're never going to finish this image ;-)

Henry Blewer

These came out quite nice. Have you had any luck using the separate geometry checkbox?  I always seem to end up with nothing...
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Goms

dito. no idea what is does or should do :D
it just makes the stones disappear.
Quote from: FrankB
you're never going to finish this image ;-)

Goms

Update, last one for today. Seems like something is wrong with the blending...
Quote from: FrankB
you're never going to finish this image ;-)