Author Topic: Cracked Face  (Read 11503 times)

Offline cbalaskas

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Cracked Face
« on: April 22, 2007, 05:08:41 PM »
This setup uses two displaced voronoi noises to generate a fractured rockface look. The more rough your terrain is, the more excessive the features are. Just messing around with things.

Offline RealUser

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Re: Cracked Face
« Reply #1 on: April 22, 2007, 06:10:05 PM »
Very good effect!
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Offline rcallicotte

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Re: Cracked Face
« Reply #2 on: April 22, 2007, 08:48:37 PM »
Wow.  This is cool.  Thanks for the TGD.  Very realistic.
So this is Disney World.  Can we live here?

Offline cbalaskas

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Re: Cracked Face
« Reply #3 on: April 22, 2007, 10:07:41 PM »
Thanks, and glad you enjoy. Here's the file again with a few tweaks.

Offline cbalaskas

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Layered Rock
« Reply #4 on: April 22, 2007, 10:12:48 PM »
By squishing the voronoi noise on the Y axis (or stretching the X and Z axes), a layered rock look is acheived.

Offline ProjectX

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Re: Cracked Face
« Reply #5 on: April 23, 2007, 07:46:25 AM »
you, sir, are a genius!

Offline cbalaskas

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Re: Genius
« Reply #6 on: April 23, 2007, 04:59:35 PM »
Project X: Ha! Tell that to my girlfriend! Thanks though, I need all the narcissistic supply I can get my hands on ;)

Here's the exact same terrain and setup with a strata and outcrops shader applied (default settings). I'm going to see what a breakup shader does now. Will post results.

Offline moodflow

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Re: Cracked Face
« Reply #7 on: April 23, 2007, 09:09:55 PM »
Very nice work!  Many thanks for posting this.  ;)
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Offline old_blaggard

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Re: Cracked Face
« Reply #8 on: April 24, 2007, 04:53:46 PM »
Great image!  That's some pretty awesome detail, as well as an intriguing use of Voronoi.
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Offline glen5700

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Re: Cracked Face
« Reply #9 on: April 25, 2007, 06:46:25 PM »
Nice job on the cracked rocks using voronoi and thanks for sharing. I tweaked it a bit and came up with this....

Glen

Offline rcallicotte

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Re: Cracked Face
« Reply #10 on: April 25, 2007, 10:08:25 PM »
Cool.  Reminds me of Mars a bit.
So this is Disney World.  Can we live here?

Offline cbalaskas

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Re: Cracked Face
« Reply #11 on: April 25, 2007, 10:41:34 PM »
glenn5700: Hey, that's pretty cool. It tends to look best at lower slopes as it breaks up into smaller outcrops of rock. I used a 2D Tree card setup population and rendered this. Can't see the "cracked face" much though. I wish I could figure ot a way to make the voronoi noise pattern larger with an increase in altitude. Any ideas? ???

Offline glen5700

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Re: Cracked Face
« Reply #12 on: April 26, 2007, 02:19:48 AM »
I glad you guy's like my quick Mars scene, thanks.

cbalaskas,
The only thing that came to mind at the moment is you can feed the voronoi through a surface layer node and use the altitude constraints and the fuzzy zone to blend them. Just a thought, nice looking scene you have there and adding the cracks would make it more interesting.

Glen

Offline ProjectX

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Re: Cracked Face
« Reply #13 on: April 27, 2007, 06:45:02 AM »
glenn5700: Hey, that's pretty cool. It tends to look best at lower slopes as it breaks up into smaller outcrops of rock. I used a 2D Tree card setup population and rendered this. Can't see the "cracked face" much though. I wish I could figure ot a way to make the voronoi noise pattern larger with an increase in altitude. Any ideas? ???

have a get altitude shader.

plug it into a Y to scalar function, and plug that into a multiply scalar.

Into the multiply scalar add a constant scalar and set it to a number.

Add another multiplier, plug the voronoi scalar into this multiplier and the first multiplier into the other end.

Hey presto, the voronoi gets bigger as altitude increases - you just need to tweak the first constant.

You might also want to increase displacement amplitude with altitude, but I don't know that one, sorry.

This is, by the way, done from my head without a single look at the clip file, so it might be wrong.

Offline cbalaskas

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Re: Cracked Face
« Reply #14 on: April 28, 2007, 12:54:56 AM »
Project X: Hmm, I tried as you suggested and wound up with a black low altitude and white high altitude, but no change in scale. Not sure if I did it right though. I tried something else and came up with this wierdness. Not what I'm after, but interesting. tgd attached.

Power fractal terrain, displacement 3000, displ. offset 1500.
« Last Edit: April 28, 2007, 12:56:28 AM by cbalaskas »