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Good to see a flurry of new postings here. This is something I've been working
on for a few weeks using some code from Jaime Vives Piqueres to create
isosurfaces using heightfield bitmaps. His, of course, look great and render
quickly. Mine needs some work and take days to render.
My real purpose was to find ways to introduce some procedural values for the
heightfield along with more randomly generated pieces from pigment maps. The
pigment that generates the heightfield has a function that makes sure there is a
valley for the river to flow through with slopes on either side, along with a
plateau for the road on either side, and then the randomness of a rocky surface.
This then lets me place a reasonable looking bridge to connect them.
-- Chris R.
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Attachments:
Download 'scene-v1.1-mq-rad2-2023-02-28.png' (544 KB)
Preview of image 'scene-v1.1-mq-rad2-2023-02-28.png'
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On 2/28/2023 7:01 AM, Chris R wrote:
> Good to see a flurry of new postings here. This is something I've been working
> on for a few weeks using some code from Jaime Vives Piqueres to create
> isosurfaces using heightfield bitmaps. His, of course, look great and render
> quickly. Mine needs some work and take days to render.
>
> My real purpose was to find ways to introduce some procedural values for the
> heightfield along with more randomly generated pieces from pigment maps. The
> pigment that generates the heightfield has a function that makes sure there is a
> valley for the river to flow through with slopes on either side, along with a
> plateau for the road on either side, and then the randomness of a rocky surface.
> This then lets me place a reasonable looking bridge to connect them.
>
>
>
> -- Chris R.Lovely. It reminds me of the Columbia Gorge.
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Op 28-2-2023 om 16:01 schreef Chris R:
> Good to see a flurry of new postings here. This is something I've been working
> on for a few weeks using some code from Jaime Vives Piqueres to create
> isosurfaces using heightfield bitmaps. His, of course, look great and render
> quickly. Mine needs some work and take days to render.
>
LOL. Now, why do I find this familiar? ;-)
> My real purpose was to find ways to introduce some procedural values for the
> heightfield along with more randomly generated pieces from pigment maps. The
> pigment that generates the heightfield has a function that makes sure there is a
> valley for the river to flow through with slopes on either side, along with a
> plateau for the road on either side, and then the randomness of a rocky surface.
> This then lets me place a reasonable looking bridge to connect them.
>
>
Well done indeed. Not (yet) something I have tried out in this way (I
guess).
--
Thomas
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"Chris R" <car### [at] comcastnet> wrote:
> Good to see a flurry of new postings here. This is something I've been working
> on for a few weeks using some code from Jaime Vives Piqueres to create
> isosurfaces using heightfield bitmaps. His, of course, look great and render
> quickly. Mine needs some work and take days to render.
>
> My real purpose was to find ways to introduce some procedural values for the
> heightfield along with more randomly generated pieces from pigment maps. The
> pigment that generates the heightfield has a function that makes sure there is a
> valley for the river to flow through with slopes on either side, along with a
> plateau for the road on either side, and then the randomness of a rocky surface.
> This then lets me place a reasonable looking bridge to connect them.
>
>
>
> -- Chris R.
Looks great, the lighting is really good. I only wish it was higher resolution
and higher quality render (but if this took days I can see why it wouldn't be).
If you have a few weeks to spare adding a small amount of focal blur (I tend to
always use this over AA even where I don't want the focal blur effect (so
setting aperture to a very low value). I just find the quality is better if you
have the patience.
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