Hi everybody,
after hours of trying and experimenting, i must admit that i need help.
I want to create a geyser from some shaders and a cloud.
The basic idea is to use the 3D function of the painted shader and geyser-like displaced terrain to create the basic form.
The displacement is function-based and creates a really great form; as a displacement. Also as a cloud for the form.
But now the structure is the problem. What i would need is something, that warps my cloud density fractal "away" from a given central point.
As a displacement this works, but however i try, the warp shader, redirect shader, displacement shader etc. do not work for colors. not even if i use another shader to create a terrain before i warp/displace/redirect it. But it will look unrealistic, if i only use the noise stretch function. then the fractal is only stretched in one direction.
Here is a picture of what i got until now (its quality is sub-optimal, in higher detail the lower cloud would look more shaped):
http://img18.imageshack.us/img18/4500/73452841.pngThe higher cloud should be the water jet later, the lower one the water that splashes around and steam.
And this is what i want:
http://people.debian.org/~tille/debian-background/1600x1200/geysir.jpgThe shape is unimportant for now, the first thing for me is the structure.
Anybody a good idea?
*update*Ok, so far i got what i needed. Nikita was able to solve the core-problem.
Its not perfect yet, but maybe in a few days i can show a nice geyser:
http://img27.imageshack.us/img27/556/gesey.png*update 2*Ok, i think i'm satisfied now.
This last image shows the final geyser without anything, but maybe i'll use it for a picture.
It's made of 7 individual cloud layers, but i can imagine to cut it down to 4 with some more work.
Every cloud layer has quality 1 with no acceleration, the samples are between 47 and 303.
Render Detail was 0.9 with 6 AA (Catmull-Rom sharp) and GI 2 1 with supersample prepass, no ray traced shadows.
It took my Intel Core 2 Quad Q9300 with 2.5GHz and 4GB Ram on Vista Home Premium 64-Bit 55 minutes to render this in 600*800, which is quite fast for these quality; in my opinion.
If there is much demand for a (short) how-to, i can write something (maybe).