Red Canyon

Started by tee, September 07, 2009, 04:03:26 PM

Previous topic - Next topic

tee

Well followed the how to canyon tutorial and I like the result, see Littlecannon has something very similar going at moment as well
[attachthumb=#]

aymenk2003

Hi Tee very nice image and really you have well followed ..by my side Im always trying to get a good canyon... but no result till now...
Good render ...


NKAID...
Le peu que je sais, c'est à mon ignorance que je le dois.

Tangled-Universe

#2
Nice start. The scales are very good, wouldn't touch that.

How did you built up your scene? Fractal by fractal or a bunch together?
It looks a bit messy here and there.
I'd like to give a few suggestions and how to achieve it:

The large features have somewhat unrealistic overhangs, you could reduce the displacement-factor by half for starters and also reduce the roughness of the displacement.
The smaller features look quite rough. For smaller features I try to use not too much variation in the noise. I create most variation in larger features. So you could try reducing the roughness of the smaller displacements as well.
Using a strata-shader can be a bit difficult, but a nice stand-in is a stretched powerfractal.
If your wall heigth is 500m for example I'd go for a powerfractal with 25m feature size, 100m lead in and 1m small scale. Go to the tweak tab and set the stretch factor on the X and Z-axes to 10. Then use a displacement of 10m for starters and check the result. Increase of decrease if necessary. I'd use a roughness of about 0.7 for starters.
If the scales and layered effect look nice then you can add variation by removing parts of it using a blendshader.
This blendshader could be a powerfractal with a feature size of 100m, lead in of 500m and small scale 50m for example. Give it a contrast and noise of 2.5 and an offset of -0.5 for starters.

Hope this is of any use to you.
If you need any help or some extra guidance then just ask, no problem.

Cheers,
Martin

aymenk2003

Niiiice lesson you gave here...
thanks a lot...


NKAID...
Le peu que je sais, c'est à mon ignorance que je le dois.

tee

Hey TU I followed the tutorial how to canyon @ TGBlog so my build is the same as there
Terrain is
Heightfield gen
HF adjust
x2 HF shader
x2 twist and s
merge shader
redirect with pf plugged in
I added a fractal terrain for the ground
Comp Ter

Following the final PF on shaders on tut I have added a further 3 surface layers with different colour (took my colours directly from a photo of grand canyon) and altitude and slope details and a couple of fake stone shaders and finally a reflective shader.

Will give your suggestions a go and see how it turns out. thanks
T

tee

Quote from: Tangled-Universe on September 07, 2009, 06:44:34 PM

If the scales and layered effect look nice then you can add variation by removing parts of it using a blendshader.
This blendshader could be a powerfractal with a feature size of 100m, lead in of 500m and small scale 50m for example. Give it a contrast and noise of 2.5 and an offset of -0.5 for starters.

Hope this is of any use to you.
If you need any help or some extra guidance then just ask, no problem.

Cheers,
Martin

Hmm ok this bit I can't seem to break up the displacement it's just making a mess of the wall like it's coating it in a think slab of something and mess' with the colours.
My layered effect displacement layer is a PF as well does this make a difference

Tangled-Universe

Can you send me your tgd?
You can find my email in my profile.

Martin

littlecannon

That's the tutorial I followed to get the idea of 2 terrain canyons, then tips and tricks from Martin and Volker and some random stuff of my own. Gotta love canyons....Yours is looking promising and I agree with Martin about the extreme lateral displacements.
Cheers, Simon.
I just need to tweak that texture a bit more...

Tangled-Universe

Ok, I've looked at your file and found some "problems", I'll sum up some of them here:

- You've used lateral displacement in some powerfractals. If you have vertical walls and apply displacement to it along the normal, instead of lateral, you'll already get horizontal-like displacements in a lateral manner.

- You don't need to apply displacement in powerfractals which act as blendshaders.

- It's "best" to do all displacements in the terrain groups: don't use colors in the powerfractals which have to displace the terrain. TG will convert these colors back to grayscale to calculate displacements and this way it is very hard to get good control. Instead, you can better create grayscale fractals (b&w only) to create displacements and then use the same fractals as blendshaders for surfacelayers. The surfacelayers are placed best in the shaders group.

- Also, keep in mind that TG2 doesn't handle height/slope restrictions before the first compute terrain. You did this correct, but just for you and everybody to know.

- You don't have to increase the samples in the quality tab of the reflective shader if you don't use raytraced reflections. This setting only applies when using raytraced shadows.

I'll see what I can do with your file, but given these above examples it would mean I pretty much have to start the scene again from scratch ;)

Cheers,
Martin

tee

Right OK guess I have to re-educate myself, I'll go over my scene and see what I can do.
Thanks for the advice really appreciate it.
The lets see what this does approach doesn't always work ;)
T

Tangled-Universe

You're welcome.

I'll still look at your file, but I'm quite busy with other stuff as well.
In the meantime you can work on your new iteration and please post your results and possible problems here so we can still help.

Cheers,
Martin