A biggie this time ;)
words fail me...sitting here slightly stunned...good thing my chair has a seat belt, heh heh heh
Nice rocks but very bright almost like they were on fire!
The light is marvelous, well done!
STORMLORD
big and mean looking1
:)
Come on... I'll never be able to do something like this... :-\
Why not? Just keep on experimenting....
Some new tests, parts of which I like, other parts not so much. I wanted to try getting strata in and a path at the same time. It's possible, obviously.
Excellent! love the vultures in the second one ;D
All fantastic! Love the ruin object and how you did the greenery shrubs there. Tricky :)
Ah, good that you mention the ruin; I should have told you that it's an extracted and modded part of Dorian's ruined Egyptian city (so thanks Dorian, I hope you're okay with this).
I'm always amazed at your skill with TG, really amazed! The third one is sublime and sets a wonderful mood, and the ruins add mysterious shapes and endless back stories.
Nice.
I like especially the composition, lighting of the last one Ulco.
Well 4B 1 seems to have worked.......but I really like the deeply mysterious feeling in 3B 4
I like the light too, but the rocks are not very nice there; a simple 'normal' rock would be nicer.
Another test, the empty space filled with one tree, one grass and one shrub pop (the max for free users), and some modded wild horses.
And a new challenge.....
The squareness will be a challenge
The smooth voronoi takes most of that; verticals and some warping sideways.... still needs a lot of work.
A little less warp and some strata and you've done it
Yes, I'm trying to get the flakiness in.
Quote from: Dune on August 19, 2017, 03:00:54 AM
I like the light too, but the rocks are not very nice there; a simple 'normal' rock would be nicer.
yup. you should do that hee hee hee
Quote from: Dune on August 21, 2017, 11:18:58 AM
Yes, I'm trying to get the flakiness in.
try hanging around Facebook..lots of flakey there
Looks already very nice Ulco.
pretty much nailed that one :)
Really like that twisty, and I'm guessing here, vertical strata...watching this thread 4 sure.
Another try.
Quote from: Dune on August 23, 2017, 02:58:54 AM
Another try.
I'd be scratching my head were I to run into rock formations like that as well...heh heh
Newest is awesome too. Great how your clouds do not darken your scene. Are you using two suns or what is that secret?
Clouds are moved such that they don't throw a shadow over the front part, if that's what you mean. And they're V3 clouds (lighter anyway). But I used another trick as well to get them a bit lighter; added another sun underground, lighting only atmo. So, I guess you're very observative ;)
Interesting :)
Another try at squarish rocks.
Those are pretty cool!
Quote from: Dune on September 07, 2017, 11:21:20 AM
Another try at squarish rocks.
pretty damn good from where I sit...
Nice.
Doesn't always work perfectly :(
I like the vertical strata image. Wear and erosion is most pronounced at upper end which would have been exposed longer to the elements than the lower end.
Some very nice rock structures with a lot of potential.
Maybe you've already discovered it yourself, but the fractal warp shader can produce squarish shapes, provided you use very low settings for variation and roughness, 0.05 for example.
Thanks guys. I'm working on some more, which look good so far (no unrendered chunks so far). Thanks for the hint, René. I know the fractal warp can do nice things to terrains if the mid input is used with some fractal as well. I'll mix some FW in in the next WIP.
Great looking rocks - interesting tip Rene, I shall have to play!
And some more, still not what I want.
Cool, Ulco! These rocks may not look completely realistic (although the last two are close!!), but somehow could be a perfect backdrop for a Pixar animation movie.
Thanks, Hannes. I tend to overdo details (while experimenting), so I'm now trying to subdue outcrops and blend them in more naturally.
Quote from: Hannes on September 11, 2017, 05:04:36 AM
Cool, Ulco! These rocks may not look completely realistic (although the last two are close!!), but somehow could be a perfect backdrop for a Pixar animation movie.
I quite agree on the Pixar comment...very similar feel to what they get
Started a new setup from scratch, a bit different. First WIP. Now try to make it natural.... I want to break up the vertical lines so they 'jump'.
Now that's really interesting...following this
Yep, this looks promising!!!
Nice.
Always great to watch! Nice one!
Better version. Rendered in 14mins. Soft shadows, detail 0.6 AA6. Despite 2 compute terrains.
Nice, much more angular than any of the others. Can you scale back the Y on the angular stuff?...might be a good idea...
Scale back the Y? You mean smaller blocks?
Quote from: Dune on September 13, 2017, 01:40:59 AM
Scale back the Y? You mean smaller blocks?
Well however you get those long straight lines...scaled down might just turn the terrain into stacked blocks? Just my badly informed guessing. But I really like this iteration as well...keep em coming.
No, it doesn't work like that. But straight lines are easy, after you have a compute terrain or XYZ you can stretch any fractal in X and Z.
Quote from: Dune on September 13, 2017, 01:55:16 AM
No, it doesn't work like that. But straight lines are easy, after you have a compute terrain or XYZ you can stretch any fractal in X and Z.
O K, just had no idea how y did what y did and was random guessing...
Really beautiful stuff.
Do you use custom displacement maps or procedurals for cracks/fractures in rocks?
Procedural, and (a hint for those who don't know) if you want the colors matching the displacements, you need to work on the displacements in color space, and use the same mask for colors and displacement.
Thanks! Awesome images.