Detail Rock Test

Started by moodflow, November 27, 2007, 05:43:54 PM

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moodflow

I've been researching a 'displacement layering' technique.   Most TGTP images I see (including my own) still have that characteristic smooth look on rocky surfaces.  Hopefuly this will be a way around it.

Here are the results.   Its nothing fancy, just a proof of concept image.  There are 3 layers of displacement here, each with a different scale.

EDIT:  I just noticed there are some shadowing problems, likely the known displacement shadows bug.

http://www.moodflow.com
mood-inspiring images and music

zionner

Nice,

I love the detailing in the rocks, cant wait too see where it gose

Nice work,
Zionner

Will

yes, the left side really has me impressed, great job :)
The world is round... so you have to use spherical projection.

dhavalmistry

there are some shadow issues on the left side of the rock....I am currently doing the same thing on fake stones....

very nice job!
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

Seth

good on close look but not when you are looking far away

rcallicotte

Uh, yeah.  Now I see where you've been.  Great work!
So this is Disney World.  Can we live here?

moodflow

Quote from: dhavalmistry on November 27, 2007, 05:57:20 PM
there are some shadow issues on the left side of the rock....I am currently doing the same thing on fake stones....

very nice job!

yea, I noticed that... its got to be a bug.
http://www.moodflow.com
mood-inspiring images and music

nvseal

This looks great. Great job with the lighting, surfacing, and displacement.

rcallicotte

Hey, your planet looks very good as well.
So this is Disney World.  Can we live here?

dhavalmistry

hey...did you use functions for this??
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

Will

God dhavalmistry why would he use functions? The very nerve

edit: Eh what happened to MF's post?
The world is round... so you have to use spherical projection.

moodflow

Quote from: dhavalmistry on November 28, 2007, 03:30:38 PM
hey...did you use functions for this??

NO!  >:(

Just kidding!  ;D

Actually I used both powerfractal and image shaders, though they could be done with functions as well, or any of them by themselves.  In this image, the displacements are mainly image map shaders (since I can make exactly what I want in Photoshop in mere minutes), and the colors were from power fractal shaders.

There are 2 key points to the theory:

1.  Using the general to specific rule:  Start out with larger scale displacements, and then step down to smaller and smaller displacements.  The way I have the nodes setup, the displacements are cumulative.
 
2.  Use negative displacements to "cut away" or "depress" the surfaces, which seems to work very well.  However, positive and negative can be used if desired.  The fun part is watching your rocks and surfaces change as you dial them in!

Unfortunately, I am stuck at work and don't have a clip file to post.  I'll post one when I get home.

My next tests are using the "compute normal" after each displacement (to reset the true surface), but this is killing render times as expected.  But I'd rather longer render times for more realism.
http://www.moodflow.com
mood-inspiring images and music

moodflow

Quote from: Will on November 28, 2007, 05:22:45 PM
God dhavalmistry why would he use functions? The very nerve

edit: Eh what happened to MF's post?

Sorry will, I deleted that post as I accidentally posted it before I was done, LOL.  The new one is just below yours.
http://www.moodflow.com
mood-inspiring images and music

moodflow

I used this same technique with clouds last night and the results seem to have promise.
http://www.moodflow.com
mood-inspiring images and music

rcallicotte

Cool.  I've been working on texturing as well.  This is good work...again, I say.

Quote from: moodflow on November 28, 2007, 05:37:40 PM
I used this same technique with clouds last night and the results seem to have promise.
So this is Disney World.  Can we live here?