Mosque & Stone Wall - WIP - *V3.1*, page 2

Started by FrankB, July 06, 2009, 02:54:16 PM

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FrankB

Hi guys,

I am experimenting with a procedural stone wall. I know it's not quite there yet. Any advice from your side?
I have't attended to the ground, yet, too. So any ideas what would look good there?

Thanks,
Frank

Seth

a procedural wall... ?  ;D
it rings a bell !

Henry Blewer

This could be made of large coral blocks. Didn't you come up with the node network which made squares? But, the easiest way for the wall is to map an image to it.
I think the ground could be a path outside the wall, with a short grass edge along the wall. Various small brush and taller grasses could be placed between the path and the wall also.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

FrankB

Quote from: njeneb on July 06, 2009, 03:38:05 PM
This could be made of large coral blocks. Didn't you come up with the node network which made squares? But, the easiest way for the wall is to map an image to it.
I think the ground could be a path outside the wall, with a short grass edge along the wall. Various small brush and taller grasses could be placed between the path and the wall also.

the squares.... yes, that cold be a nice idea :)

Frank

Henry Blewer

They could also have slightly different lateral displacements, randomly. This would emphasize (?) the block effect.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

choronr

Looking good. I would try an image map on the white stones. An image texture that would offer more earth tones.

old_blaggard

I would try to have a little more of a horizontal feel to the rocks. It also looks like you're in the awkward region between having gravelly mortar holding together big rocks and a whole pile of gravel held together by cement; the distribution just looks a little awkward to me.

http://dynamicorange.com/uploads/wallpaper/DryStoneWall_1600x1200.jpg
http://www.flickr.com/photos/rhinman/2683382039/
http://gallery.hd.org/_exhibits/natural-science/stone-wall-red-brown-and-mortar-in-Haddington-Scotland-DHD.jpg
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

FrankB

Hi o_b, your reference photos are not like what I was trying to get to.

See this: http://www.travelblog.org/Photos/Popped/2009545

or this: http://farm4.static.flickr.com/3520/3296590818_ce1689a794.jpg

Your images are great, too, but I don't think they can be done procedurally - at least not by me ;)
Cheers,
Frank

old_blaggard

Ah, I see. Still, I think while looking at those photos that you still need a more constrained size for the larger rocks. I definitely think it's possible, though :).
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

FrankB

absolutely, yes. I just have thrown a series of fake stones at the wall in this quick WIP.  Now I need to optimze the look of the thing :)

Hetzen

I used a mix of Voronoi Difference Scaler and Voronoi Cellular Scaler to achieve a similar effect to your reference pics in my NWDA entry, which is in a state of flux while I sort out my planting, with real life constraints limiting the time I have to work on it. Should be ready in time if I can get the current job out the door, and will be happy to answer questions about it.

FrankB

@Hetzen: yes, looking forward to that

@all: I have tried the grid thing, but it makes the wall look even more CG, so I'll give up on this grid idea, at least for the moment.
I will rather optimze the stones and see how that ends up looking.

Frank

FrankB

an update

Henry Blewer

The walls works! I am troubled by the sand. Like snow, it should pile up slightly against the wall. Also, vegetation tends to trap sand, making small 'hills'. I think the bench is fine. The wind would scour the sand from beneath it.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Walli

for such effects you describe, you could render a view from top so that you know where the objects are. Then paint a displacement image with help of that reference and mix it into the terrain/shader network