jitspoe |
I'm trying to make a canyon rock texture - something like this: http://farm3.static.flickr.com/2660/3...ce1c_o.jpg or this: http://www.robhamanphotography.com/fi...utah-9025/
I have the hard shadows covered, and I think doing the layers will be easy enough, but I'm struggling to come up with a way to do the general shape of the rock. Most of the rock stuff I've done has been more rounded, so perlin, cells, stones, etc. work well. This rock is very angular, so I need sharp linear profiles. It would be nice if we could set the perlin to have different interpolation (linear interpolation would probably be faster, too). I tried using different profiles curves for perlin, but didn't have any luck. I also had an idea to have a linear curve repeated and map perlin to the number of repeats, but it wouldn't let me do that (probably wouldn't have tiled, anyway). Any other ideas? |
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Posted: March 7, 2011 12:34 pm | ||||||
jitspoe | ||||||
Posted: March 7, 2011 8:40 pm | ||||||
jitspoe | ||||||
Posted: March 7, 2011 8:42 pm | ||||||
Sphinx.
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Inspired by your test images there I have an idea - stepwise stretching of stones/techno noise:
Use lookup transformation to control stretching via gradients - one horizontal and one vertical. Hook up a step curve to the vertical gradient and tweak it (you might need to combine it with a linear gradient to get a little variation in each cliff step).. |
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Posted: March 8, 2011 2:50 am | ||||||
Sphinx.
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Posted: March 8, 2011 3:11 am | ||||||
Sphinx.
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Posted: March 8, 2011 3:15 am | ||||||
jitspoe |
Thanks! That method looks like it has potential as well.
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Posted: March 8, 2011 1:46 pm | ||||||
jitspoe |
Back on this again. I think I've got a decent general method (noise gradient + noise distortion -> threshold with high and low being different rock sources). Just need to work on the rock texture a bit. I might switch over to having one rock source with multiple overlays using the noise gradient threshold method, or a combination of them. Can't quite get it to look the way I want, but I think I'm on the right track.
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Posted: September 13, 2012 12:50 am | ||||||
Morgantao
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Woah!
This looks really cool. Would love to see any progress you make ![]() |
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Posted: September 13, 2012 1:59 am | ||||||
Skybase
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Posted: September 13, 2012 2:09 am | ||||||
jitspoe | ||||||
Posted: September 13, 2012 11:23 pm | ||||||
SpaceRay
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Please, jitspoe could you be so kind to tell me HOW you have been able to make these noise script you have made to be able to have the great and lovely image results shown here below?
I like them very much and look really great ![]() ![]() Thanks very much |
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Posted: September 14, 2012 4:53 am | ||||||
jitspoe |
-- Written by Nathan "jitspoe" Wulf
-- 2011-03-07 function prepare() maxX = get_intslider_input(REPEAT_X) maxY = get_intslider_input(REPEAT_Y) pointTable = {} math.randomseed(get_intslider_input(MY_VARIATION)) for y = 0, maxY do pointTable[y] = {} for x = 0, maxX do pointTable[y][x] = math.random() end end end; function get_sample(x, y) local xIndex = math.floor(x * maxX) local distBetweenX = x * maxX - xIndex xIndex = xIndex % maxX local yIndex = math.floor(y * maxY) local distBetweenY = y * maxY - yIndex yIndex = yIndex % maxY local xIndex2 = (xIndex + 1) % maxX --local yIndex2 = (yIndex + 1) % maxY --local vY1a = pointTable[yIndex][xIndex] --local vY1b = pointTable[yIndex2][xIndex] --local vY2a = pointTable[yIndex][xIndex2] --local vY2b = pointTable[yIndex2][xIndex2] --local vX1 = (vY1a * (1 - distBetweenY)) + (vY1b * distBetweenY) --local vX2 = (vY2a * (1 - distBetweenY)) + (vY2b * distBetweenY) --local vX2 = pointTable[yIndex][xIndex2] local vX1 = pointTable[yIndex][xIndex] local vX2 = pointTable[yIndex][xIndex2] local v = (vX2 * distBetweenX) + (vX1 * (1 - distBetweenX)) local r = v local g = v local b = v local a = 1 return r, g, b, a end; Combined with the hard shadows filter, which I've already submitted. It's probably just as effective to use multiple noise gradients with a 128 (grey) base color, and an extreme L Range. |
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Posted: September 14, 2012 12:04 pm | ||||||
SpaceRay
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Thanks for the script, As I have very little experience in Scripts, to use this one you have put here, I suposse and think that you only have to copy this to a map script component or there something more to do and need to configure something else?
I knew that the shadows was not from the script ![]() ![]() Thanks |
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Posted: September 14, 2012 12:12 pm | ||||||
Sharandra
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Looks very nice already
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Posted: September 14, 2012 12:54 pm | ||||||
Morgantao
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Posted: September 14, 2012 2:23 pm | ||||||
jitspoe | ||||||
Posted: September 14, 2012 10:03 pm | ||||||
Morgantao
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Looks really good.
Hoping to see it on the library soon. BTW, I really think you should release this one: ![]() Just slap an image on it and you got something really cool ![]() |
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Posted: September 15, 2012 1:14 am | ||||||
jitspoe | ||||||
Posted: September 16, 2012 10:33 pm | ||||||
SpaceRay
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YES!! Great idea Morgantao and I agree with you that would be good to have this great pattern and texture for pasting an image over it and have it broken in tiles with shadows. Great example jitspoe showing it with an image and looks very good and perhaps you do not think that what this could be useful, but I like the idea suggested by Morgantao and think that is beautiful and lovely and would be good to have. Thanks |
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Posted: September 17, 2012 2:37 pm | ||||||
Sharandra
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I think it could be useful for a number of things. It reminds me of pictures or notes pinned to a wall. Could be fun with different images in each tile or a jumbled version of the background image. Then add some pins and you got a new filter
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Posted: September 17, 2012 2:47 pm | ||||||
Indigo Ray
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Jitspoe, I see two uses for the rectangles. One, as Sharandra mentioned, is for little pinned notes, or "post-its". Get more creative: Instead of a simple overlay, offset the image to match the "popping out" of the rectangles, or try jumbling the image up, or add a subtle paper texture, etc.
The other use I see is for roof shingles. You would have to modify the script to overlay rectangles on top of each other, though. Those hard "drop" shadows beg to be used for textures. ![]() |
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Posted: September 17, 2012 8:58 pm | ||||||
jitspoe |
Only problem with the offsetting is that you will get slight repeated sections of the image.
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Posted: September 17, 2012 11:28 pm | ||||||
Morgantao
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I don't know if it's such a big issue, but I guess you can mask each area you offset, so you don't get the repetition. Seems like alot of work though
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Posted: September 18, 2012 12:56 am | ||||||
Tuxmask75
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I actually like how this one looks, any way to change up the settings to make it look like that? or is this one lost as a beta ? |
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Posted: October 12, 2012 4:42 pm | ||||||
Sharandra
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That one is already in the library: Canyon Wall
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Posted: October 12, 2012 4:51 pm | ||||||
jitspoe |
You won't be able to get it to look exactly the same, but you can probably get something similar. Unfortunately, I don't remember what types of settings you would use to get that.
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Posted: October 13, 2012 11:22 am |
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