Vladimir Golovin
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Posted: December 16, 2008 7:12 am | ||||
Vladimir Golovin
Administrator |
Nice idea, and some presets look very good. In the default one, however, sand looks a bit unnatural.
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Posted: December 16, 2008 7:13 am | ||||
Crapadilla
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Yup, looks promising.
One crit: The sand is supposed to have washed over the pebbles, but the height information of the bump map reveals that the pebbles have actually been corroded away in those areas. This should be corrected IMO. --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 16, 2008 8:09 am | ||||
Kraellin
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good one, genie
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 16, 2008 8:53 am | ||||
Genie |
Thank you, guys!
![]() Haven´t posted in a while now, so I decided to drop in. Vladimir, more like this? ![]() The one on the left is the one submitted, on the right I made a few changes. Dilla, I´m not exactly sure, but do you mean something like make the top sand layer lighter than the sand beneath the rocks? Dog - Men´s best friend... until internet came along. |
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Posted: December 16, 2008 9:37 am | ||||
Crapadilla
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Take a look at the greyscale values of the sand. They are essentially uniform across the entire bump map, meaning all the sand is on one and the same 'height' level. However, at any place where the sand has washed on top of the pebbles, we should see the correct height information for pebbles plus a very slight height alteration due to the tiny sand particles that cover them. Try blending a medium to high roughness noise over the pebbles heightmap (masked of course), at very small blend values (say 0,05) with a blend mode of screen, overlay or lighten... ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 16, 2008 9:49 am | ||||
Genie |
yep, I thought that was what you meant.
Here is the modified bump map that comes with the right side of the image above. ![]() I blended the top layer on itself in screen mode. Dog - Men´s best friend... until internet came along. |
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Posted: December 16, 2008 10:04 am | ||||
Crapadilla
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Yup, that's what I meant, but take care that the pebbles remain smooth in those areas that have no sand over them by masking the blend. Also, the height difference between a pebble with sand on top vs. the same pebble without sand on top should be very very minimal, just a slight change in roughness on the normal map, basically.
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: December 16, 2008 10:12 am | ||||
Genie |
Changed the blend from 100 to 30%, and yes it is masked. Update sent.
Thank you so much for the help, Dilla! ![]() Dog - Men´s best friend... until internet came along. |
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Posted: December 16, 2008 10:26 am | ||||
Indigo Ray
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The one on the right is much better! Add that to Dilla's suggestion and you got yourself a real pebble beach! ![]() |
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Posted: December 16, 2008 5:09 pm | ||||
Genie |
Thank you, Indigo!
![]() Dog - Men´s best friend... until internet came along. |
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Posted: December 17, 2008 6:23 am | ||||
ronviers
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This is really nice.
![]() You have a lot on very nice filters. I only noticed them today. ![]() @ronviers |
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Posted: May 25, 2009 8:24 pm | ||||
Genie |
Thanks, Ron!
![]() Dog - Men´s best friend... until internet came along. |
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Posted: May 27, 2009 9:11 pm | ||||
infiniview
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Wow very realistic Genie!
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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Posted: May 28, 2009 4:53 am | ||||
Genie |
Thank you!
![]() Dog - Men´s best friend... until internet came along. |
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Posted: May 28, 2009 6:51 pm |
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