Terrain shader

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wlf_alex
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Re: Terrain shader

Post by wlf_alex » Mon Dec 17, 2012 11:25 am

FakeShamus wrote:here's the blend version of the snow cover material: http://www.indigorenderer.com/materials/materials/1132
easy enough to replace the 2 materials I have in there now with your own ground/rock and some sort of green vegetation instead of the snow. this is very basic, though - I would live to see some real procedural terrain shaders built into Indigo, with easy to use parameters.
Yes, with textures this material gives a more realistic picture :

Image

I hope the new shader from Ono add even more realism.
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

FakeShamus
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Re: Terrain shader

Post by FakeShamus » Mon Dec 17, 2012 2:43 pm

Looks pretty good! Feels like it needs just a little bit more break up, in the form of some noise in the bump, maybe. But again, having a fully procedural fractal surface instead of a polygon mesh for the mountains would be best. Problem always seems to be, you can never get enough poly's to make the ground look detailed enough.

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CTZn
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Re: Terrain shader

Post by CTZn » Mon Dec 17, 2012 6:24 pm

FakeShamus wrote:Looks pretty good! Feels like it needs just a little bit more break up, in the form of some noise in the bump, maybe.
Hi FakeShamus, it was easy to make your shader parametric with a "slope" factor.

Why not ?
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CTZn
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Re: Terrain shader

Post by CTZn » Mon Dec 17, 2012 10:25 pm

I have slightly abused one of your textures in this shader:

Image

Actually, apologies for the thread and texture highjacking combo.
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terrain_terraces_textured.pigm
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Re: Terrain shader

Post by wlf_alex » Mon Dec 17, 2012 11:21 pm

CTZn wrote:I have slightly abused one of your textures in this shader:

Image

Actually, apologies for the thread and texture highjacking combo.
A very interesting result! But I can not use this shader to Cindigo!? :(
ArchiCAD 14, Cinema 4D r13, IndigoRender, VrayforC4D

FakeShamus
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Re: Terrain shader

Post by FakeShamus » Tue Dec 18, 2012 12:58 am

CTZn wrote:it was easy to make your shader parametric with a "slope" factor.

Why not ?
...cause I actually have no idea what I'm doing in ISL, I just copy and paste from better men than me for this stuff :wink:
If someone wants to redo the "snowy rock" and "mossy rock" with parametric controls and replace my versions that would be fine with me!

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Re: Terrain shader

Post by FakeShamus » Tue Dec 18, 2012 4:29 am

ok, yeah, it was easy to make the snow cover parametric - lower values = more coverage:
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snowy_rock_par.pigm
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FakeShamus
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Re: Terrain shader

Post by FakeShamus » Tue Dec 18, 2012 5:27 am

and here's a new "mossy rock" with sliders for direction and amount of coverage:
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mossy_rock_par.pigm
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CTZn
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Re: Terrain shader

Post by CTZn » Tue Dec 18, 2012 7:12 am

Very nice shaders, I'm glad you made the move. It would be great to update your mats on the DB.

Alex, I can't tell about the extent of the ISL implementation in Cindigo, I'm not competent in the matter. I jumped on the ball when it came to ISL, sorry about that.
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