(WIP) The Great and Terrible WTZ shader...

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Comments

  • Oso3DOso3D Posts: 15,112

    Yeah, working up an example right now. ;)

     

  • Oso3DOso3D Posts: 15,112

    Ok, the bump could be worked a bit to make the sand grainier, but I think you can see the limits of what you can do with displacement. This is with the object's subd set to 3 and the Displacement Subd set to 4, which ... was slow going.

     

    Sand feet.png
    1000 x 1000 - 577K
  • WonderlandWonderland Posts: 7,137
    edited May 2016

    Hmmm... I guess you could make small sand clump props and use the shader on it and put the props on the feet and maybe disperse around the beach...? It would also be cool to have a foot print tool that indents into the sand... I have no idea how that would be done though.

    Post edited by Wonderland on
  • Oso3DOso3D Posts: 15,112

    Sure, you could also deform the sand up around the feet. One nice thing about the procedural stuff is that it doesn't 'stretch' when you manipulate the mesh.

    But you could also use rock clumps or even simple spheres. Might be slow. Hrm.

     

  • WonderlandWonderland Posts: 7,137

    Did you see the part I added about the foot print tool? Would you know how to do that?

  • Oso3DOso3D Posts: 15,112

    No. ;) There may be solutions out there or props that could do it...

     

    One thing I like about various cool props (liquid, soldiers of magic: serpio, and others) is that you can retexture them in all sorts of interesting ways.

     

  • Oso3DOso3D Posts: 15,112

    Like, some of the Easy Environments appear to come with footprint deformers or something on the landscape. With a different texture, they could work... maybe...

    I don't own these products, so it might be that they are using 3DL displacement... in which case they wouldn't be very useful in Iray.

    http://www.daz3d.com/easy-environments-snowy-mountains

    http://www.daz3d.com/easy-environments-eternal-sands

     

  • Oso3DOso3D Posts: 15,112

    This and my recent 'snowy peaks' thing inspired me to play with Land of Ice and Snow again. The transition from snow to rock is based on a mask that comes with the product, but the actual surfaces are my presets.

    (If I wanted to do postwork I'd probably add some snowy drifts off the peaks or something)

     

    WTZ Land of Ice and Snow.png
    1920 x 1080 - 668K
  • WonderlandWonderland Posts: 7,137

    With brighter lighting it would look cool to have that bit of sparkle that snow gets in sunlight... The footprints in those products are stuck in one place, you have to put your character in that exact spot. I'd like to see a footprint tool that you could kind of stick in a scene that would cause a depression in the ground beneath. I'm thinking like a footprint brush in Photoshop, but in 3D. Don't know if that's possible...

  • FSMCDesignsFSMCDesigns Posts: 12,855

    This and my recent 'snowy peaks' thing inspired me to play with Land of Ice and Snow again. The transition from snow to rock is based on a mask that comes with the product, but the actual surfaces are my presets.

    (If I wanted to do postwork I'd probably add some snowy drifts off the peaks or something)

     

    While I am not a fan of procedural shaders, that is a nice result in that image

  • Oso3DOso3D Posts: 15,112

    I still have lots of little tweaks to do... among other things, I discovered that for some unknown reason SSS scale in my shaders is two orders of magnitude different from regular shaders. ... Um, k.

    (All you have to do is divide SSS distance by 100, but it's annoying)

    But I've submitted the shader for consideration. Fingers crossed.

     

  • Richard HaseltineRichard Haseltine Posts: 110,371

    I still have lots of little tweaks to do... among other things, I discovered that for some unknown reason SSS scale in my shaders is two orders of magnitude different from regular shaders. ... Um, k.

    (All you have to do is divide SSS distance by 100, but it's annoying)

    But I've submitted the shader for consideration. Fingers crossed.

    Sounds like using m instead of cm. Iray does, as I recall, use the metre as its base unit while DS uses the centimetre.

  • Oso3DOso3D Posts: 15,112
    yeah, I just have no idea why it's doing that. Those aren't things I touched! Heh
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