Falls

Started by Dune, November 30, 2011, 02:42:22 AM

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dandelO

Great stuff, Ulco! Keep it coming... :)

choronr

I'm still impressed with the second iteration. This is a close POV of the falls. You might have less to contend with at a more distant view. I like the tree population in the third iteration - they look more in scale.


Dune

Next one, and the next will be different again. Have to take a small mistake out though... wrong refraction index  :-\

Dune

This is the one with the wrong refraction index, but I already fixed it.

choronr

This is fantastic. You come up with those things in nature that seem impossible for TG2 like water spouts, tornadoes, smoke, etc, and .etc. Nice work here Ulco.

ares2101

I am loving these so far and would be stoked to see a tutorial when you pin it down just right!

Dune

I'll probably make a set for NWDA, to at least get a little reward for the countless hours spending to refine this, while others sit in their offices and make money  ;) I'm happy to help and give a little stuff now and then, but not everything. I hope you guys understand.

Anyway, the refraction change helped a lot, but the bending of the water plane still throws some unwanted shadows, where the light is passing through displaced water. Can't be helped, I'm afraid, until we get grayscale transparency.

Antoine

Very well done !

would it be possible to do a small animation of these waterfalls ?

choronr

Looking the best so far. One thing; looking at falls, one may notice a few lateral outcrops of water caused by rock obstructions, higher water volume striking against itself; or, caused by wind - maybe a combination of all those things. This is usually seen about 2/3 the way down the water path mixing with the spray of water at the base. Maybe I'm asking for too much?

Dune

You may be asking for too much, Bob. If I would add rock like displacements in the fall, the water tends to follow that displacement, and curls back. The only way to do that is to add very stretched outcrops which have to start at the bottom and reach up to several heights, if you get my point. Perhaps it can be done by using a blended distribution or distance shader and these stretched billows or perlins...

choronr

Thanks for your explanation Ulco. One of the possibilities with this could be cascading falls where the water reaches a level; flattens to a river and once again begins to fall - like reaching another strata and creating multiple falls. Great stuff you've generated here.