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I've been mostly working on the normal maps. There's a lot of textures here
that are influenced by the pattern of the sea, to create concentric waves
near the coast, cliffs on the shore, etc. Rendered without atmosphere to
save some time.
This view is much closer than anything I plan on using in a finished image,
but it's a nice way to tweak the texture details.
There's still a lot of work needed, but what do you think of it so far?
--
Tek
http://evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'planet_surface.jpg' (304 KB)
Preview of image 'planet_surface.jpg'

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"Tek" <tek### [at] evilsuperbrain com> wrote:
> There's still a lot of work needed, but what do you think of it so far?
B-E-A-Utiful!
In the thumbnail it works almost perfect. In the high-res version the land
textures definitely ask for more work, but as you're not planning on doing such
close-ups anyway it should be fine.
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:4a6660c9@news.povray.org...
> I've been mostly working on the normal maps. There's a lot of textures
> here that are influenced by the pattern of the sea, to create concentric
> waves near the coast, cliffs on the shore, etc. Rendered without
> atmosphere to save some time.
>
> This view is much closer than anything I plan on using in a finished
> image, but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
>
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Un-beeeee-lievable!!
Looks incredible!
Well done!
Cheers Dre
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From: Jaime Vives Piqueres
Subject: Re: Planet texture WIP #3 - Coast
Date: 22 Jul 2009 02:46:27
Message: <4a66b5c3@news.povray.org>
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Tek escribió:
> There's still a lot of work needed, but what do you think of it so far?
>
Definitely, your brain is super and evil... ;)
--
Jaime
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Good work, Tek!
The people on this planet obviously have a problem with sea-level rise :-)
all those roads disappearing into the sea...
Thomas
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What are those cracks on the landscape? Roads? They don't look like
very "natural" (so to speak) roads.
Unless this is an alien planet with an alien culture which designs
roads like that... :)
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"Warp" <war### [at] tag povray org> wrote in message
news:4a66e78b@news.povray.org...
> What are those cracks on the landscape? Roads? They don't look like
> very "natural" (so to speak) roads.
>
> Unless this is an alien planet with an alien culture which designs
> roads like that... :)
It's a futuristic world, where everyone drives amphibious cars!
Yeah... I'm gonna trim the roads back from the ocean edge I think. Though it
really is meant to be a futuristic planet so I'm not sure if they're roads
or hi-tech monorail or what.
--
Tek
http://evilsuperbrain.com
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:4a66cd72@news.povray.org...
> Good work, Tek!
>
> The people on this planet obviously have a problem with sea-level rise :-)
> all those roads disappearing into the sea...
I hadn't thought of it like that :)
I plan on trimming the roads back from the coast a little, but haven't got
round to it yet.
--
Tek
http://evilsuperbrain.com
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Tek a écrit :
> I've been mostly working on the normal maps. There's a lot of textures here
> that are influenced by the pattern of the sea, to create concentric waves
> near the coast, cliffs on the shore, etc. Rendered without atmosphere to
> save some time.
>
> This view is much closer than anything I plan on using in a finished image,
> but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
>
>
Your textures are beleivable. The reliefs are correct.
You used a crackle pattern for your roads. I don't think that it's the
best one for that purpose.
Try to find a way to make the roads stop farther from the sea. Normaly,
you don't build a road on the beaches. You also have a bit of road that
don't connect to any other.
OK, it's a closeup, but those houses are very huge compared to the
natural features. Ether the planet is prety small, or it's inhabitents
are giants.
Alain
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Yeah the road pattern needs some other influences, particularly to avoid the
sea.
You're right about the scale it's waaaaay off! The man-made things are huge
compared to the planet. Basically the view I plan to use is from space, and
I need the planet to look inhabited, so I'm going to keep tweaking the scale
in the final image.
Also it's a sci-fi future so maybe 58-lane freeways and 10,000 room tower
blocks are normal :)
--
Tek
http://evilsuperbrain.com
"Alain" <aze### [at] qwerty org> wrote in message
news:4a67722c$1@news.povray.org...
> Tek a écrit :
>> I've been mostly working on the normal maps. There's a lot of textures
>> here that are influenced by the pattern of the sea, to create concentric
>> waves near the coast, cliffs on the shore, etc. Rendered without
>> atmosphere to save some time.
>>
>> This view is much closer than anything I plan on using in a finished
>> image, but it's a nice way to tweak the texture details.
>>
>> There's still a lot of work needed, but what do you think of it so far?
>>
>>
> Your textures are beleivable. The reliefs are correct.
>
> You used a crackle pattern for your roads. I don't think that it's the
> best one for that purpose.
> Try to find a way to make the roads stop farther from the sea. Normaly,
> you don't build a road on the beaches. You also have a bit of road that
> don't connect to any other.
>
> OK, it's a closeup, but those houses are very huge compared to the natural
> features. Ether the planet is prety small, or it's inhabitents are giants.
>
>
> Alain
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Following some comments from my earlier posts I'm working on a pattern to
create more natural continents.
This one uses crackle with a spotted pattern on the edges to create either
peaks or troughs, with a nice turbulence to make it look more natural.
Now what I need to do is combine it with the other patterns :)
--
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:4a6660c9@news.povray.org...
> I've been mostly working on the normal maps. There's a lot of textures
> here
> that are influenced by the pattern of the sea, to create concentric waves
> near the coast, cliffs on the shore, etc. Rendered without atmosphere to
> save some time.
>
> This view is much closer than anything I plan on using in a finished
> image,
> but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
>
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
Attachments:
Download 'tectonic_test.jpg' (46 KB)
Preview of image 'tectonic_test.jpg'

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Tek wrote:
> This one uses crackle with a spotted pattern on the edges to create either
> peaks or troughs, with a nice turbulence to make it look more natural.
Very good!
--
Darren New, San Diego CA, USA (PST)
"We'd like you to back-port all the changes in 2.0
back to version 1.0."
"We've done that already. We call it 2.0."
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Tek wrote:
> I've been mostly working on the normal maps. There's a lot of textures here
> that are influenced by the pattern of the sea, to create concentric waves
> near the coast, cliffs on the shore, etc. Rendered without atmosphere to
> save some time.
>
> This view is much closer than anything I plan on using in a finished image,
> but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
At this distance from a planet, an object the size of an ordinary ocean
wave is not discernible; it would be far smaller than even one pixel in
the image here. Any of the waves you depict here would be the Mother of
all Tsunamis.
Regards,
John
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The scale is rather inconsistent at the moment, but the waves should be on a
similar scale to the buildings & roads.
After a bit of googling I found this image:
http://coastalchange.ucsd.edu/images/refraction2.jpg
That's the kind of thing I was going for.
If anything it's the random noisey waves in the deeper water that I need to
change, all the ocean pictures I can find show very regular patterns.
--
Tek
http://evilsuperbrain.com
"John VanSickle" <evi### [at] hotmail com> wrote in message
news:4a67b846$1@news.povray.org...
> Tek wrote:
>> I've been mostly working on the normal maps. There's a lot of textures
>> here that are influenced by the pattern of the sea, to create concentric
>> waves near the coast, cliffs on the shore, etc. Rendered without
>> atmosphere to save some time.
>>
>> This view is much closer than anything I plan on using in a finished
>> image, but it's a nice way to tweak the texture details.
>>
>> There's still a lot of work needed, but what do you think of it so far?
>
> At this distance from a planet, an object the size of an ordinary ocean
> wave is not discernible; it would be far smaller than even one pixel in
> the image here. Any of the waves you depict here would be the Mother of
> all Tsunamis.
>
> Regards,
> John
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Tek wrote:
> Following some comments from my earlier posts I'm working on a pattern to
> create more natural continents.
That starts looking a lot less like cheap fractals and more like the
real thing.
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Tek wrote:
> I've been mostly working on the normal maps. There's a lot of textures here
> that are influenced by the pattern of the sea, to create concentric waves
> near the coast, cliffs on the shore, etc. Rendered without atmosphere to
> save some time.
>
> This view is much closer than anything I plan on using in a finished image,
> but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
>
>
very nice looking, but I can't help but notice all of the huge landfills
all over the planet's surface ... Are the inhabitants extra trashy? ;)
--
~Mike
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That's not trash those are sparsely distributed buildings. Though they don't
look like it so I might trim those ones or force it to only place them near
the roads.
--
Tek
http://evilsuperbrain.com
"Mike Raiford" <"m[raiford]!at"@gmail.com> wrote in message
news:4a68bf9d$1@news.povray.org...
> Tek wrote:
>> I've been mostly working on the normal maps. There's a lot of textures
>> here that are influenced by the pattern of the sea, to create concentric
>> waves near the coast, cliffs on the shore, etc. Rendered without
>> atmosphere to save some time.
>>
>> This view is much closer than anything I plan on using in a finished
>> image, but it's a nice way to tweak the texture details.
>>
>> There's still a lot of work needed, but what do you think of it so far?
>>
>>
>
> very nice looking, but I can't help but notice all of the huge landfills
> all over the planet's surface ... Are the inhabitants extra trashy? ;)
>
> --
> ~Mike
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I may be over-thinking this... here's a map of the temperatures on this
planet!
My theory is that rather than simply randomly placing different types of
terrain, if I can get nice patterns for temperature and rainfall that are
different but related to the continental pattern, then in theory I should
get a much more realistic looking planet.
I'm working on a rainfall map now :)
--
Tek
http://evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'heat.jpg' (166 KB)
Preview of image 'heat.jpg'

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Tek wrote:
> I may be over-thinking this... here's a map of the temperatures on this
> planet!
>
> My theory is that rather than simply randomly placing different types of
> terrain, if I can get nice patterns for temperature and rainfall that are
> different but related to the continental pattern, then in theory I should
> get a much more realistic looking planet.
>
> I'm working on a rainfall map now :)
>
>
Wow, this is going to look nice when it's all done. Excellent job!
--
~Mike
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Tek wrote:
> That's not trash those are sparsely distributed buildings. Though they don't
> look like it so I might trim those ones or force it to only place them near
> the roads.
>
I figured so, but I couldn't help myself... ;)
are the buildings randomly oriented?
--
~Mike
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"Mike Raiford" <"m[raiford]!at"@gmail.com> wrote in message
news:4a68c8d8@news.povray.org...
>
> are the buildings randomly oriented?
They're generated using crackle solid metric 1, so there's not really a
concept of orientation.
--
Tek
http://evilsuperbrain.com
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Tek a écrit :
> Yeah the road pattern needs some other influences, particularly to avoid the
> sea.
>
> You're right about the scale it's waaaaay off! The man-made things are huge
> compared to the planet. Basically the view I plan to use is from space, and
> I need the planet to look inhabited, so I'm going to keep tweaking the scale
> in the final image.
>
> Also it's a sci-fi future so maybe 58-lane freeways and 10,000 room tower
> blocks are normal :)
>
Or single buildings housing 10 000 000+ peoples who also work it that
same building...
This make me think of Azimov's Steel caves. Huge cities made of
interconnected buildings so huge that you no longer know that there is
something called "outside" ou what a "sky" is.
Alain
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Tek a écrit :
> I may be over-thinking this... here's a map of the temperatures on this
> planet!
>
> My theory is that rather than simply randomly placing different types of
> terrain, if I can get nice patterns for temperature and rainfall that are
> different but related to the continental pattern, then in theory I should
> get a much more realistic looking planet.
>
> I'm working on a rainfall map now :)
>
>
I think that it's a very good idea.
It looks like it's a surface temperature, and it gets coldre at high
altitude.
Now, tou realy be complete, you also need a water and a high temperature
mao.
The vegetation will be more abundent east of the areas of high see
temperatures.
Alain
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Warp <war### [at] tag povray org> wrote:
> What are those cracks on the landscape? Roads? They don't look like
> very "natural" (so to speak) roads.
I thought of "tektonic" plates. :P
amazing as usual...
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Alain <aze### [at] qwerty org> wrote:
> The vegetation will be more abundent east of the areas of high see
> temperatures.
Depends on the direction of rotation :P
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"clipka" <nomail@nomail> wrote:
> Alain <aze### [at] qwerty org> wrote:
> > The vegetation will be more abundent east of the areas of high see
> > temperatures.
>
> Depends on the direction of rotation :P
Also on prevailing wind direction, I would think. Much oversimplified wind
directions on my west-to-east rotating planet, for example:
+90 Calm (polar high)
Northeast
+60 Calm (polar front)
Southwest
+30 Calm (subtropical high, "horse latitudes")
Northeast ("trade winds")
0 Calm (intertropical convergence zone, "doldrums")
Southeast
-30 Calm (subtropical high)
Northwest
-60 Calm (polar front)
Southeast
-90 Calm (polar high)
http://en.wikipedia.org/wiki/Atmospheric_circulation
http://en.wikipedia.org/wiki/File:Earthmap720x360_grid.jpg
Contrary to popular belief, flush toilets do *not* follow this plan:
http://www.ems.psu.edu/~fraser/Bad/BadCoriolis.html
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"Cousin Ricky" <ric### [at] yahoo com> wrote:
> > Depends on the direction of rotation :P
>
> Also on prevailing wind direction, I would think. Much oversimplified wind
> directions on my west-to-east rotating planet, for example:
Note that the prevailing wind directions *are* dependent on the direction of
rotation ;)
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That's the spirit!
Thomas
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"clipka" <nomail@nomail> schreef in bericht
news:web.4a6c58ca515abde5877441c40@news.povray.org...
>
> Depends on the direction of rotation :P
...and on the orientation of mountain ranges versus coasts and versus
rotation, creating rain shadows....
Thomas
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From: Christian Froeschlin
Subject: Re: Planet texture WIP #3 - Coast
Date: 27 Jul 2009 15:15:11
Message: <4a6dfcbf@news.povray.org>
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Tek wrote:
> After a bit of googling I found this image:
> http://coastalchange.ucsd.edu/images/refraction2.jpg
but that is rather a "closeup" with at most a few kilometers
field of view. Your image seems to have a curved horizon which
indicates a scale at least two magnitudes higher (although it's
a bit difficult to tell as only a short section is visible).
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hmm... I hadn't thought about how rotation affects wind, I was just going to
use some turbulence for the wind, but I'll add some rotation to it.
I'd like to get the mountain ranges to cause rain, but I can't see a way to
get a smooth result without taking lots of samples, and I'm not going to do
that for what is, after all, just a pretty pattern :)
--
Tek
http://evilsuperbrain.com
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:4a6d9119$1@news.povray.org...
>
> "clipka" <nomail@nomail> schreef in bericht
> news:web.4a6c58ca515abde5877441c40@news.povray.org...
>>
>> Depends on the direction of rotation :P
>
> ...and on the orientation of mountain ranges versus coasts and versus
> rotation, creating rain shadows....
>
> Thomas
>
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"Christian Froeschlin" <chr### [at] chrfr de> wrote in message
news:4a6dfcbf@news.povray.org...
> Tek wrote:
>
>> After a bit of googling I found this image:
>> http://coastalchange.ucsd.edu/images/refraction2.jpg
>
> but that is rather a "closeup" with at most a few kilometers
> field of view. Your image seems to have a curved horizon which
> indicates a scale at least two magnitudes higher (although it's
> a bit difficult to tell as only a short section is visible).
As I said, the scale is rather inconsistent. The waves, buildings, and roads
are on a scale that's roughly consistent with each other, but the planet's
radius is much too small by comparison.
--
Tek
http://evilsuperbrain.com
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Such a nice planet... now - please - don't add pollution in your textures!
;-)
Paolo
>Tek on date 22/07/2009 02:43 wrote:
> I've been mostly working on the normal maps. There's a lot of textures here
> that are influenced by the pattern of the sea, to create concentric waves
> near the coast, cliffs on the shore, etc. Rendered without atmosphere to
> save some time.
>
> This view is much closer than anything I plan on using in a finished image,
> but it's a nice way to tweak the texture details.
>
> There's still a lot of work needed, but what do you think of it so far?
>
>
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Starts to look great! Congratulations!
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