The search for the Ewoks - a small break from the canyon.

Started by DocCharly65, November 18, 2014, 03:54:46 AM

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Dune

Right, that's the idea! Curious to see whether and how you get this done. If you need any help, shoot.

DocCharly65

#16
1500 Roadside posts later...
I hope I can meet your expectations a little  :)

I needed some trials, because after first success, I found more details I wanted to improve...  ::)  ... 5 hours rendertime later I call this part of the project "R2D2 on the desert slope"


[attach=1]

I have some more Ideas but for today my creative power is exhausted  ;)

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[attach=2]
a small low resolution and low detail/AA render just to not lose overview ... and to check, whether it is worth an animation one day  ;) 

Merry Christmas everybody



Update 09:36 am
... sorry 
I have already changed my opinion... more Ideas... work goes on...

Dune

That is a great improvement, Nils. If you need the lines to be more irregular, you can add a little warp to them. And for the sidestones; a little extra subdivision and displacement would do them good as well. And don't meet my expectations, but your own  ;) And maybe a little more patchiness in the larger off road stones. I like the skeleton, by the way. Very subtle.

DocCharly65

#18
Thanks, Ulco :)

in fact, two of your suggestions were in my mind in my "update" from 9:36.

I didn't like the sidestones and the large blocks in the far any more. That is already the next plan. The sidestones will need some more experiments - perhaps you can see, that I already experimented with changes via mesh displacement... I'll go on...

And something disturbed me, what I could not identify first - you have brought it to the point: I need the lines to be more irregular. In my experiments I did not find a way to warp a painted shader - a second ago I had a idea: I put a warp shader to the OUTPUT of my painted shader and then I connect the integrated warpshader to the mask shader-"input" of my layer (fakestones / surface or whatever)?

I'm about right so? - I just try to think in the layer-logic as I know it: top down every new shader has influence to the previous.

Dune

Be sure to set the painted shader to position in terrain.

DocCharly65

#20
I think for today I am satisfied  :)

[attach=1]

and the red cyan anaglyph version:

[attach=2]

Good night for today, everybody - now I need a little sleep   :)

Dune


DocCharly65

#22
 :)  Äääh ... should be tired or satisfied .. or both?  :)

It was a quite difficult way to come to this result.
My experiments with warping or breaking up the sharp edges of my painted shaders were catastrophic...

Fortunately one of my painted shaders (the one for the random grass-objects) had a good falloff and irregular edges, as I wanted. I changed the order of some of my surfaces and fake-stones layers, connected their nodes to this "good" painted shader and there it was! I like it now.

The road is a combination of 3 layers of surfaces and 7 layers of fakestones: I kept them separated to have influence onto each of them. So e.g. one of the latest layers is the small black stones. Additionally there is a new layer of small - mhh - something like fragments of pottery. You cannot see it consciously but it adds a little more realism. With the surface shaders I just defined the area of the road and smoothed the terrain.

Perhaps there are better ways to create a desert slope, but for me it worked.  :)
For a new animation-idea I will have to check up the whole 1.6 km of slope to add some random plants (cactus or Agave). I also must be careful not to do too much... it's a desert  8)

I curious how I can simulate a camera path with the feeling of a jeep.


Besides the next rendertest is running... "later" and "much later" to check different light conditions.




PS: So, now I must have a look at your Iron Age -- I have the big need to a little bit civilization after so much desert now  ;)

Dune

Well, civilization and Iron Age... it was pretty rough back then I suppose.

You can also break up edges (greys) more in a surface shader if you work with the fractal breakup (amount and pf itself).

WAS

Star Wars! This is amazing. Love it. I have some ship models I was going to have, this gave me new inspiration. If only my computers PSU didn't die last night x.x

Oshyan

This has come a long way. It looks much more natural now (though I liked it from the first image post too). Well done!

- Oshyan

DocCharly65

Thanks, Oshyan :)

I think, all creative members here have long ways to their final pics -- I must admit that I perhaps talk too much about every step ;) But that's me...

masonspappy

There is something in the bottom-left corner. Is that a skeleton?

DocCharly65

#28
Jepp - free TRex by Turbosquid... Sorry, I forgot to mention the Author.

I couldn't go closer, because it's low-poly and very simle, but I used a little displacement and a kind of stone-texture, so it doesn't look too bad.

choronr

This is outstanding. Can't believe so many years have gone by since the introduction of Star Wars when I took my kids to see the first movie.

Your work is superb and we can see that you keep on keeping on with your project until you get it right ...that's the way to go!