Hash Fellow robcat2075 Posted January 29, 2010 Hash Fellow Posted January 29, 2010 This uses a noise combiner for a displacement material to create terrain for a flyover. Flyover000MP4.mov It's got a few odd pops and gaps but interesting none-the-less. Quote
John Bigboote Posted January 29, 2010 Posted January 29, 2010 "Ground Control to Major Tom..." Very cool! There seems to be a render glitch when the camera gets too close to a heavily displaced surface. Quote
Animus Posted January 29, 2010 Posted January 29, 2010 It looks good! I like the blur you have as you look farther away. Is that just depth of field on the camera? Michel Quote
Hash Fellow robcat2075 Posted January 29, 2010 Author Hash Fellow Posted January 29, 2010 There seems to be a render glitch when the camera gets too close to a heavily displaced surface. yeah, not sure what triggers that. If you watch closely you'll see some of the smaller peaks pop up or disappear at random times. Displacement is still a bit unpredictable. I like the blur you have as you look farther away. Is that just depth of field on the camera? Even simpler, it's camera "fog" turned on. Quote
mtpeak2 Posted January 29, 2010 Posted January 29, 2010 Pretty cool, looks like an alien planet or an ocean bottom. Quote
Darkwing Posted January 29, 2010 Posted January 29, 2010 oh wow, i've always wanted to know how to do that, as i've tried with decals and displacement maps and never got anything nearly as cool as that! Quote
Hash Fellow robcat2075 Posted January 29, 2010 Author Hash Fellow Posted January 29, 2010 Here's a refinement of the terrain appearance I'm using the AM_HeteroTerrain which is part of the Enhance AM pack, a third party set of material things sold separately, but you can get very similar results with the fBM noise combiner. The second node is set to black, the first one is the cellular noise combiner set to Webbed with white and near white as its color nodes. The Hetero combiner makes most of the shape but the cellular adds a bit of ridging on the mountain tops I put the material on a grid with displacement amount set to 1500% and monkeyed with parameters until I got a mountain like appearance. Then I made another material with same settings on the Hetero combiner but with white and brown as the colors. This gets put on the grid as a regular material and is what makes the actual snow and rock colors you see. They are still not terribly convincing mountains. They have that lumpy shape that CG mountains always seem to have. Quote
Darkwing Posted January 29, 2010 Posted January 29, 2010 so was your original vid using this add-on too? it looks really good, now if a way to make clouds can be figured out, i have some ideas for clouds, but never got to play with the idea Quote
Hash Fellow robcat2075 Posted January 29, 2010 Author Hash Fellow Posted January 29, 2010 so was your original vid using this add-on too? yes the description: This combiner provides a noisy pattern based on Fractal Brownian Motion (fBm). The difference to fBm is that the valleys are smoothed making it better for craggy mountain tops. However I find my mountian tops are still not very craggy. Try experimenting with the fBM noise combiner. It's almost the same. But Ill warn you, if you thought rigging was tedious and opaque, you wont' like noise combiners. Quote
Darkwing Posted January 29, 2010 Posted January 29, 2010 I'm doing some quick tests now, and i've fiddled with combiners before, i prefer them over rigging, but when you say cellular noise, you mean cellturb? EDIT: Hmmm, my mac seems to hate procedural mats, always has, i'm gonna try this on the windows, it renders mats about 3 times faster Quote
photoman Posted January 29, 2010 Posted January 29, 2010 If you dont want to use displacement for terrain you can use the Terrain Wizard plugin the model view, or download A:M TerraForm. Or better yet, do a mix of both. Photoman Quote
Hash Fellow robcat2075 Posted January 29, 2010 Author Hash Fellow Posted January 29, 2010 I'm doing some quick tests now, and i've fiddled with combiners before, i prefer them over rigging, but when you say cellular noise, you mean cellturb? EDIT: Hmmm, my mac seems to hate procedural mats, always has, i'm gonna try this on the windows, it renders mats about 3 times faster Yup. CellTurb I didn't change the first node to cellturb until i was getting something about right with just black and white on the first turbulence combiner. Start simple. Quote
Darkwing Posted January 29, 2010 Posted January 29, 2010 this has lots of potential, and i'm really intrigued with this, i think i might just pick up attempting to make clouds Quote
MJL Posted January 29, 2010 Posted January 29, 2010 Rob, could you give more info on the Enhance A:M pack you mentioned? or maybe a website? Quote
Hash Fellow robcat2075 Posted January 29, 2010 Author Hash Fellow Posted January 29, 2010 Rob, could you give more info on the Enhance A:M pack you mentioned? or maybe a website? First, I'll warn everyone again... these are not magical plugins, they are every bit as complicated to use and hard to see a use for as the combiners you've already got in A:M. And they're not fast either. I think there's a lot of potential in combiners, including A:M's regular ones, but it's real guru stuff to become proficient at them. And I'm certainly not. So no long faces, OK? http://www.shaders.org/enhance:am/index.htm It says they are for v13 but I got mine around v10 and they still work in V15. The ones I've tried. I've never done much with them. They are complicated. Quote
Darkwing Posted January 29, 2010 Posted January 29, 2010 and i'm gonna look into using normal combiners to see how closely i can mimic what you've made, also, what would it look like if you put a volumetric effect just slightly above the ground, creating a thin misty fog look at the base of the mountains? Quote
Hash Fellow robcat2075 Posted January 30, 2010 Author Hash Fellow Posted January 30, 2010 Here's a quick version using A:M's fBm turbulence combiner the peaks are rockier which I like, but I can't get the snow capped peak effect as much because fBm doesn' t seem to produce as severe a separation between the two attribute colors. Or maybe I just don't know how to do it. Here's the PRJ if you want to try it. DisplacementRenderTest06b_FBM_substitute.prj btw, Displacement currently needs to be rendered with multipass for the shading to work correctly. Do your tests with 1 or 2 passes. Quote
photoman Posted January 30, 2010 Posted January 30, 2010 I once made a procedural mountain texture a while back here: http://www.hash.com/forums/index.php?showt...untain+photoman Photoman Quote
Darkwing Posted January 30, 2010 Posted January 30, 2010 for your distinction, play with the amplitude factor and the octaves if the amplitude doesn't work Quote
Darkwing Posted January 30, 2010 Posted January 30, 2010 interesting, with the two turbulences nested like that, the amplitude method doesn't seem to work. in the past I've made a fairly solid distinction between two attributes, but the fbm one seem to blurry Quote
Hash Fellow robcat2075 Posted January 30, 2010 Author Hash Fellow Posted January 30, 2010 I once made a procedural mountain texture a while back here: http://www.hash.com/forums/index.php?showt...untain+photoman Photoman Hey that looks good! It can be done. Quote
Darkwing Posted January 30, 2010 Posted January 30, 2010 hat one is cool, is the mountains all displacement? Quote
Darkwing Posted January 30, 2010 Posted January 30, 2010 well, i'm obviously doing something wrong Quote
Hash Fellow robcat2075 Posted January 30, 2010 Author Hash Fellow Posted January 30, 2010 well, i'm obviously doing something wrong Take the cellular out and get the shape going with the FBm alone. The cellular may not wont' add much to the fBM peaks. Quote
Darkwing Posted January 30, 2010 Posted January 30, 2010 well, here's what i got from using your prj file, i'm gonna look at photoman's on sunday, and would like to play with making 3d clouds Quote
MJL Posted January 30, 2010 Posted January 30, 2010 Rob, I missed your earlier response to my request for information. I'll stick to learning the tricks within A:M, when I get that under control I'll look outside. Thanks again Quote
Hash Fellow robcat2075 Posted January 31, 2010 Author Hash Fellow Posted January 31, 2010 I missed your earlier response to my request for information. I'll stick to learning the tricks within A:M, when I get that under control I'll look outside. Sorry, I shouldn't have been so negative. I was just worried that someone might expect me to explain it all, and I don't know much about it really. It looks like powerful stuff, but I haven't explored it much. Quote
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