View Full Version : More Terrain landscapes..procedurals,different variations, dunes, etc..

05-01-2016, 07:19 PM
Just want to share some tips of using procedurals, many of you may already know how to etc, but I now and then add some of these terrain theads to keep up to date and share what I might not have shared before and it is free for
everyone to join in and share tips.

Here I just showcase a dune, based on procedural displacement only, and based on three layers.
1. ridged multifractal
2. dunes (additive layer mode)
3. flow noise (Texture displacement layer mode)

To note that when working with larger scale of landscapes, one may often need to push the opacity layers, and especially important if you are using a layer set to texture displacement(here at 10005), in this case it is the flow noise procedural set to texture displacement and that layer is distorting the layer above, which is the dunes.

In the clip I also showcase the selection of colors from web images with the jovian color picker.

Vid here..not much instructions perhaps, but you get the idea I hope..


Hereīs the images from open gl, no render at this time..




05-04-2016, 04:54 PM
Sharing some more hintīs on some other procedurals to use..going ice this time, I just happened to fiddle with it since Dan Ritchie was working on some crystal stuff with nodes and crumple, thought Iīd take a look at what we have...so, the cell procedural ..exists both as node and standard layer, it can probably be used for chrystals, I tweaked it a bit and found that mixing several layers of it may be useful for some sort of fortress of solitude ice, so I whipped this up quickly...mind you, I would have to do a lot more work on that to get a nice icy snow surface, I also have to check some references..since this was made straight from the head without looking at reference..and that is generally a no can do :)

I would also urge to take a look at dponīts renderman collection procedurals and the shape bomber, here I added the filament shape..but only in the bump channel, and overlap tiles is important to get a lot of crossing filaments, some downside to them is that they can be a bit slow.
Also to note..I would probably need to rework that finer cracks, since they are too curvy in shape.

object only 500 000 polygons, for real high res terrain, I guess what can be expected is around 3-6 or even 8 millions of polygons, some of the settings can be seen in the second image, I had radiosity on so the look would be quite different unless lit up by the sky.