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Terragen Discussion / gradual transparency method
« Last post by Dune on Today at 12:39:15 PM »
I thought this was the way to make a gradual transparency. Glass shader followed by a surface shader masked by a greyscale texture, as texture on card. I added a firetexture (color) to the luminosity input.
But I get a strange background, so this might not work at all. It was even worse when adding a second card for smoke, done the same way. I tried several variables in the glass shader, but to no avail.
Any feedback is greatly appreciated, as always.

My aim was to add flames to the logs. Clouds are too 'rough' for these tiny sizes.
2
Image Sharing / Re: Cracked Mud WIP
« Last post by Hannes on Today at 11:19:08 AM »
Looks great!!!
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Image Sharing / Re: Cracked Mud WIP
« Last post by DocCharly65 on Today at 09:25:21 AM »
Absolutely agree: Nice cracks. And an extraterrestrial mood!

I needed some time and to read more to find the scull -- In my eyes it was a long time an extraterrestrial amphibian with a long tail (the nose)... Could have been from "Pitch Black" ;D
I really must have a totally twisted mind. ;D
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Image Sharing / Re: El Dorado
« Last post by DocCharly65 on Today at 09:19:53 AM »
Great mood and especially great sky!
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Image Sharing / Re: Gravel Shaders WIP
« Last post by DocCharly65 on Today at 09:17:04 AM »
Brillliant work!  :)
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Image Sharing / Re: my friend the fractal ironworm
« Last post by Dragonfire on Today at 07:25:02 AM »
Orakum north
In the north of Orakum, fractal energies cause fascinating patterns in the Arctic Ocean.

The Water Shader in combination with Merge shader creates fractal patterns, which come from a vector graphic that affects a picture.
Rendering with Terragen 4.

I like the surreal look ;)
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Image Sharing / Re: my friend the fractal ironworm
« Last post by Dragonfire on Today at 07:24:35 AM »
Love these !
Great work!
:)

Many thanks! :)
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Image Sharing / Re: Cracked Mud WIP
« Last post by Dune on Today at 05:38:12 AM »
Nice cracks.
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OK. I'll have to have Matt look at this because I don't know if it's unexpected behavior given how the Smoothing Filter Shader works.

- Oshyan

I had the same thought.
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Terragen Discussion / Re: VDB workflow testing
« Last post by paq on Today at 03:49:54 AM »
Hi Matt,

I'm really thrilled by this .vdb export feature !
I'm mainly use Clarisse, and as you can see (attach), there are not lots of options inside the vdb attributes and the volume shader, (and I have never used multi-res .vdb).
Anyway I'll love to give an hand with my limited technical knowledge on the subject. I usually use Terragen to render skies, and use some nasty alpha tricks to modulate Clarisse atmosphere.

I had tried once to build a complete skies from different .vdb clouds, and it wasn't that great ( https://www.behance.net/gallery/53179645/Monolyth ).
That said, the cool think with Clarisse, there is no problem to deal with multiple Gig's of data ... but generating huge data is maybe not the goal for the moment.

You might maybe be in touch with Greg Barta (aka Xilofoton). He seems very focused on atmosphere / cloud rendering with "traditionnal" package (Houdini / Mantra / Redshift and Clarisse). Here's is his blog : https://scivfx.wordpress.com/tutorials/  ... maybe you guys are talking the same language ;)

(let me know if you want his mail address)
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