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General => File Sharing => Rocks => Topic started by: cbalaskas on April 22, 2007, 01:08:41 PM

Title: Cracked Face
Post by: cbalaskas on April 22, 2007, 01:08:41 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.
Title: Re: Cracked Face
Post by: RealUser on April 22, 2007, 02:10:05 PM
Very good effect!
Title: Re: Cracked Face
Post by: rcallicotte on April 22, 2007, 04:48:37 PM
Wow.  This is cool.  Thanks for the TGD.  Very realistic.
Title: Re: Cracked Face
Post by: cbalaskas on April 22, 2007, 06:07:41 PM
Thanks, and glad you enjoy. Here's the file again with a few tweaks.
Title: Layered Rock
Post by: cbalaskas on April 22, 2007, 06:12:48 PM
By squishing the voronoi noise on the Y axis (or stretching the X and Z axes), a layered rock look is acheived.
Title: Re: Cracked Face
Post by: ProjectX on April 23, 2007, 03:46:25 AM
you, sir, are a genius!
Title: Re: Genius
Post by: cbalaskas on April 23, 2007, 12:59:35 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.
Title: Re: Cracked Face
Post by: moodflow on April 23, 2007, 05:09:55 PM
Very nice work!  Many thanks for posting this.  ;)
Title: Re: Cracked Face
Post by: old_blaggard on April 24, 2007, 12:53:46 PM
Great image!  That's some pretty awesome detail, as well as an intriguing use of Voronoi.
Title: Re: Cracked Face
Post by: glen5700 on April 25, 2007, 02:46:25 PM
Nice job on the cracked rocks using voronoi and thanks for sharing. I tweaked it a bit and came up with this....

Glen
Title: Re: Cracked Face
Post by: rcallicotte on April 25, 2007, 06:08:25 PM
Cool.  Reminds me of Mars a bit.
Title: Re: Cracked Face
Post by: cbalaskas on April 25, 2007, 06:41:34 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? ???
Title: Re: Cracked Face
Post by: glen5700 on April 25, 2007, 10:19:48 PM
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
Title: Re: Cracked Face
Post by: ProjectX on April 27, 2007, 02:45:02 AM
Quote from: cbalaskas on April 25, 2007, 06:41:34 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? ???

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.
Title: Re: Cracked Face
Post by: cbalaskas on April 27, 2007, 08:54:56 PM
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.
Title: Re: Cracked Face
Post by: rcallicotte on April 27, 2007, 11:01:41 PM
It looks like a man bending over in a field.  Or did I pass the psychoanalysis?   :P
Title: Re: Cracked Face
Post by: ProjectX on April 29, 2007, 10:42:33 AM
I think your problem mainly stems from missing out half of the nodes I told you to use...  :-\


I'll have a look and see if I can get it to work.

I'll upload a tgd if I can.

EDIT: Ok, I've got something, the hard thing is telling whether the scale is actually increasing based on altitude or not.

The other problem is that there is no conceivable way of increasing the displacement as the altitude increases.

EDIT2: Ok, I think we have success!

As you can clearly see from the image, the voronoi sharply increases in scale at the top of the slope.

Now what you have to do is epic tweakage to make it look right.

good luck!
Title: Re: Cracked Face
Post by: Volker Harun on August 02, 2007, 06:00:16 AM
Just pushing ,-)
Title: Re: Cracked Face
Post by: bobbystahr on August 07, 2017, 09:05:05 AM
Awesome cbalaskas, seems I missed this in 2007....better late than never I always say...thanks for this informative thread
Title: Re: Cracked Face
Post by: Stormlord on August 13, 2017, 05:30:37 AM
I took the Mars File from Glenn5700 and tweaked it again.
This is the result combined with another perspektive...
[attach=1].

STORMLORD