Quote from: dhavalmistry on November 28, 2007, 03:30:38 PM
hey...did you use functions for this??
NO!

Just kidding!

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.