Fake Stones / Fake Holes

Started by Mohawk20, October 29, 2008, 06:55:19 AM

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Ogre

#15
A solid object made holey using and image mask for transparency.

While playing with this topic I also noted that once I past a certain size for the radius oif the light source it just blacked out. I kept the illumination per meter squared the same as smaller size tests but even if the light source surface showed it cast no light. Once I set the light source illumination above 1e+035 it want black.
"If you find me feeding daisies
please turn my face up to the sky and leave me be watching the moon roll by.
What ever I was it was all because I've been on the town washing the BS down."

-Gordon Lightfoot

Mohawk20

That's what I found as well, about the light. I had to dial the brightness down to render the scene a few times...

And that wall looks nice, now for some fog?
Howgh!

MortalSphere

Have you guys given up on the the whole crystal thing?  I've just been looking to see if anyone had gotten crystal shapes down pat.  I wanted to do the same thing as you guys just without out the transparency.

dandelO

For crystals I'd go for a fake stone shader(s), set as the surface of the crystal on a seperate plane object, just beneath the original terrain, to get crystal forms. poking through the surface. Or apply the fake stone crystal shader to a sphere and distort its shape with fractal displacement.
A rock object also works well because of its ability to be scaled and the number of faces edited but you cannot add displacement to that. A transparency shader(edited water shader with no wave/patch/roughness parameters and high decay distance of the colour of the crystal will work.

The fake stones shader idea is better in my opinion.

EDIT:

Is it really a year since this topic? Bloody hell!

Mohawk20

Quote from: dandelO on October 22, 2009, 08:03:57 PM
Is it really a year since this topic? Bloody hell!

I was thinking the same thing!
I wouldn't even know where to start if I was to take this up again.
Problem with this tread for me was the render times and the things that didn't work...
Howgh!