Author Topic: Cracked Face modified  (Read 1564 times)

Offline luvsmuzik

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Cracked Face modified
« on: September 07, 2016, 01:42:27 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.

You have all probably already messed with this one, but it was new to me.

I changed a few things and added an image map shader to the rocks and stretched it a bit through projection camera. Now to find a way to add a little gloss or reflection to the IMS.

TG built in grass clump population anchored to base. It did funny things for me when anchored compute terrain.

Offline bobbystahr

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Re: Cracked Face modified
« Reply #1 on: September 07, 2016, 04:12:38 PM »
Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)
something borrowed,
something Blue.
Ring out the Old.
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bobbystahr

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #2 on: September 09, 2016, 02:39:02 AM »
That sounds like great advice, Bobby.

Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)

Read in your other post about a TruSpace object. Haven't heard about that one for awhile, but I could not use those files in old TG anyway. Just now making something other than rocks, lol.

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #3 on: January 16, 2017, 03:43:06 PM »
Tried this one today again, using Hanne's brass oxide material setup on the cliff face. File share has voroni 3D diff scalar with large cell height and shape displacements. Generic cloud setup.
Rendered in about an hour. TG4 free version settings

Cracked face file share
http://www.planetside.co.uk/forums/index.php/topic,1394.msg13905.html#msg13905
« Last Edit: January 16, 2017, 03:51:16 PM by luvsmuzik »

Offline bobbystahr

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Re: Cracked Face modified
« Reply #4 on: January 16, 2017, 04:05:53 PM »
That sounds like great advice, Bobby.

Lately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)

Read in your other post about a TruSpace object. Haven't heard about that one for awhile, but I could not use those files in old TG anyway. Just now making something other than rocks, lol.

You can, if you own TruSpace, export it as an obj and run that through Pose Ray to make it TG friendly.  IIRC I tried an .obj dome a TruSpace pal straight out of TruSpace and it had problems.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #5 on: January 17, 2017, 11:47:34 PM »
I think my TrueSpace license was from '99. Lots of changes since then.

Still messing with this one. Just noticed with some work and some water nearby, that fractal could look like water splashing down those rocks.

Offline bobbystahr

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Re: Cracked Face modified
« Reply #6 on: January 18, 2017, 02:20:08 PM »
I think my TrueSpace license was from '99. Lots of changes since then.

.

Just before M$ bought it and sunk the TruSpace ship...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #7 on: January 18, 2017, 02:32:02 PM »
Sort of why I stick with free stuff, but I am getting a little education.

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #8 on: June 13, 2017, 11:31:38 PM »
The original file for this is hardly recognizable anymore, but it was the starting setup.

Here, I used only the large stone displacement nodes, multiply constant 3D diff voroni cells.
Just experiments...

Offline bobbystahr

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Re: Cracked Face modified
« Reply #9 on: June 13, 2017, 11:48:00 PM »
I like them all but the bottom one seems the best integrated...good stuuf
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline Dune

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Re: Cracked Face modified
« Reply #10 on: June 14, 2017, 06:20:05 AM »
There are some nasty spikes, but if you can get rid of them the latter is indeed very nice.
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline DocCharly65

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Re: Cracked Face modified
« Reply #11 on: June 14, 2017, 10:58:37 AM »
Cool stuff!

Offline El Kabong

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Re: Cracked Face modified
« Reply #12 on: June 19, 2017, 08:46:13 PM »
Just experiments...
heh   ;D
Image #4. Dang. Like lot.

Offline luvsmuzik

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Re: Cracked Face modified
« Reply #13 on: August 01, 2017, 03:32:29 PM »
Thanks all. Cooling off in the heat wave.
I was still messing with this when the update was issued.
This is not rendered with the update. Now more to try.
How does one get shiney black? (maybe Hanne's carpaint tgc?)

Offline bobbystahr

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Re: Cracked Face modified
« Reply #14 on: August 01, 2017, 09:01:13 PM »
Yeah I'd try carpaint...really like the top image
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

 

anything