The Return by Rich2
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Description
I’m back – well, I never really went away, just took a long hiatus due to job demands and such. And I have been trying off and on to get something I thought was worthwhile out of Terragen 2, but shooting blanks. Although I feel this could use a little fine tuning, maybe some vegetation or some rocks, it’s the terrain I wanted to focus on first.
My aim was to use the redirect shader in some way that would give somewhat “believable” results. Hooking up a power fractal displacement to it was no good. Like herding cats, it was. Then I began toying with procedurals. Using a Voronoi noise function with a helluva lot of tweaking, I got this. And the nice thing is that it’s almost completely controllable with predictable results. Now if I could only confine the redirect to only those outcrops...
Base terrain is a simple World Machine generated .ter, 2048 X 2048, exported to Terragen 2.
Thanks for looking in!
Comments (18)
rocserum
impressice and wonderful work! Depht, abandoness and atmosphere are very well created! RS
Coppens
Relief! You're "back" with an excellent piece of work! The mostly mediocre terragens I have seen on these pages for the past months made it a rather dismal experience... So don't stay away too long!
joaq
Superb modeling and great render!
Danny_G
Excellent terrain building and implementation.
choronr
Rich, you've really got a beauty going here. Like you, I've been experimenting for quite awhile and have yet to have a firm grasp on the program. The biggest help is visiting (and posting images on) the Planetside forum. There is plenty of help there.
DarkStormCrow
Excellent!
DeathTwister
Wow sweet my brother, been a while, I just posted a couple of things myself, wonderful work my friend. DT
WeeLaddie
I can tell you are gonna have a lot of fun with T2. These displacements are great. I see your problem 'cos the Displacement Shader's you've probably got in your X and Z slots of the Redirect Shader haven't got Blend by Shader options like the Power Fractal Shader. Try this: bung a couple of Distribution Shaders in the X and Z slots, and hook your Displacement Shaders onto the Child input of the Distribution Shaders. The Distribution Shaders will give you the ability to constrain your procedural displacement by altitude. Don't really know if this'll work. I'm just thinking it through logically.
Markal
Very cool formations and realism....excellent!
pclavett
Very interesting rock formation Rich ! Beautiful work ! Love the planet in the background !!! Excellent work !
me109
Welcome back! :) Excellent terrain formation and the surface fits pefectly imho!
prutzworks
great (Sahara-like) desert formations
kasalin
Fantastic monuments !!!!!!!!!!!!! Good to have you here, again !!
X-PaX
Fantastic work Rich.
efflux
Nice rock formations.
ppetersen
Love this Rich. Maybe some vegetation as you say, but as it is, it stands beautifully. Perfect sky to compliment the terrain which I absolutely love. So many varying forms within each level. Surfacing and the addition of the moon add to it.
claudia02
Klasse Arbeit !
Naoo
Cool again!