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Windgust Peak v2
Windgust Peak v2
Started by mesocyclone, November 18, 2011, 06:06:14 PM
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mesocyclone
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Posts: 167
Location: Rio de Janeiro, Brazil
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Windgust Peak v2
November 18, 2011, 06:06:14 PM
Last Edit
: November 20, 2011, 04:11:42 PM by mesocyclone
Trees from DandelO (Season Maple Pack) and Xfrog (Grand Fir)
http://mesocyclone.deviantart.com
dandelO
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Posts: 2,400
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Re: Windgust Peak
#1
November 18, 2011, 06:26:39 PM
Great sense of scale and a nice big hunk of rock!
It appears you have a few floating objects at the top, mostly at the right, though.
mesocyclone
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Posts: 167
Location: Rio de Janeiro, Brazil
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Re: Windgust Peak
#2
November 18, 2011, 06:31:02 PM
Thanks!
Indeed, though I don't know why does it happens... Any suggestions for fixing this?
http://mesocyclone.deviantart.com
dandelO
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Posts: 2,400
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Re: Windgust Peak
#3
November 18, 2011, 06:47:33 PM
I'd probably bet you have the compute terrain node plugged into the populator and that there are additional shaders adding more displacements after that in your 'shaders' group. The best way around it is to use the final shader in the shaders group as the populator's 'terrain shader'. That should work, if it's what I think it is.
TheBadger
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Posts: 7,400
what's the difference?
Location: North of Hell, but not by much.
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Re: Windgust Peak
#4
November 19, 2011, 01:35:27 PM
I would like to see a .tgd on this one. You have interesting rock faces and a good amount of level area on the ground, at the same time, which has proven difficult for me.
It has been eaten.
mesocyclone
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Posts: 167
Location: Rio de Janeiro, Brazil
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Re: Windgust Peak v2
#5
November 20, 2011, 04:10:33 PM
That seems to work, thanks dandelO!
Some minor changes to the render, hope you enjoy it.
@TheBadger
here's the TGD... That's just an alpine fractal blended by a painted shader.
http://mesocyclone.deviantart.com
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