Jump to content
Hash, Inc. - Animation:Master

Better planet material?


Recommended Posts

I'm working on a music video for my band. The instrumental tune is called Escape from the Mines of Titan, and that pretty much spells out the plot. I just started work, and quickly put together a scene. I just created a surface, added some hills and valleys, and put on some color and roughness that gives it a sandy look. (Saturn behind it is an actual NASA photo.) The real Titan has a landscape more like that of the moon, but I would be OK with keeping it sandy. I'd love to hear any tips or suggestions you guys have about improving the look of Titan (maybe a material or image texture?) It's not bad for the small amount of time I've spent on it so far, but it can be improved. Thanks!

 

MineOfTitanTest1a.jpg

Link to comment
Share on other sites

  • Replies 12
  • Created
  • Last Reply

Top Posters In This Topic

  • Hash Fellow

A few boulders might help the effect. Model a rough lump and put a few larger ones inthe foregournd and smaller ones in the mid ground and maybe none in the distance.

 

There are several Darksim shaders included with A:M that make terrain-looking surfaces.

 

 

If you do some hunting on "grayscale elevation map" you may find an image that could be applied as a displacement map to give you more surface detail.

 

This one isn't quite a proper elevation map but it's similar, height is represented as brightness:

 

copernicus.jpg

Link to comment
Share on other sites

I want to thank everyone for their kindness in giving me lots of good suggestions. I've tried most of them, and thought I'd share my results with you.

 

First I tried just applying the photo texture shared above. It didn't quite give the look I was going for.

 

Example1.jpg

 

Next I tried the Darktree Lunar texture. This worked OK, but when I tried to scale the texture up much larger (100000%), A:M (15.0j) crashed. When I do the entire moon, it looks like this might be a good one to try.

 

Example2.jpg

 

Next I tried the displacement map shared above. When I scaled it up, I ran into some issues with the resolution not being fine enough.

 

Example3.jpg

 

I thought if I added some roughness, it might pass, so these are what I got when I tried that:

 

Example4.jpg Example5.jpg

 

This was also going to make animating walks, etc. difficult because the height of the displacement doesn't show up in the choreography.

 

I finally went back to tuning just geometry and roughness, and got something I think I will go with, after a bit more tuning.

 

Example7.jpg

 

Anyway, thanks again for all the suggestions!

 

-Vance

Link to comment
Share on other sites

this was a test i ran to show different texture types

the foreground is a color map at 75 opacity with a color overlay and a texture map with bump setting at 5000%.

the background planet is material, darktree stoneIgneous.

 

ground_testv0.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...