old style rocks

Started by luvsmuzik, April 15, 2016, 11:05:39 PM

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luvsmuzik

These rocks are displaced in the geometry, not just a photo texture.

I am looking for the node hook up to replicate in TG. I know it is displacement....but where from there?

Dune

#1
I don't get what you're after exactly. You want to make these individual stones in TG, I suppose. With a sphere and some fractals you can get a long way; displace it, color it, add (from my head) a compute normal or XYZ shader and displace some more, use small fake stones as additional displacements, etc. Lots of ways.

I made you something to build upon.


inkydigit

Quote from: Dune on April 16, 2016, 01:50:23 AM
I don't get what you're after exactly. You want to make these individual stones in TG, I suppose. With a sphere and some fractals you can get a long way; displace it, color it, add (from my head) a compute normal or XYZ shader and displace some more, use small fake stones as additional displacements, etc. Lots of ways.

I made you something to build upon.
Looks tasty Ulco! :)

bla bla 2

organic stone it looks like. ^^

Dune


bla bla 2


luvsmuzik

I had just seen the rock topic in general discussion about using images instead of geometry for effects. I think I was trying to eliminate making an object out of program. I understand displacement and how it can either bump or indent. The file you gave me has what 5 fractals....some node system. I am trying not to crash my pc with huge object meshes. I had tried to learn simple objects without overloading them, but subdividing meshes gives you so much more to work with.

In the image below, I displaced a plane with a modifier that reads the greyscale map and gave me the lumpy snow effect.

I know you all remember in old TG where you could sculpt on your terrain and we had to use dots to simulate trees....lol. Oh well.