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  1. #1
    Guild Adept monks's Avatar
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    Hey Ascension- I learned via World Machine. I took to that quite well...TG is a bit different again but I'm getting there.

    What do you think of the river valley texturing on the opposite bank?- do you think it looks realistic? This is another surface layer mixed via the fractal breakup. I'm goin to double the number of texture layers but I want to improve it, not just add more.
    The water has better reflectivity I think. The water level is too low though- if I raise it, it will look better, and it will also obviate the need for the mud flats...so Robes you can shuffle back in lol

    I've still got a nice river mask in hand as well- should be able to improve those river valleys...and of course there's the plant populations //drool

    http://www.skindustry.net/medem/file...2/render09.png

  2. #2
    Guild Adept monks's Avatar
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    ok, the river banks east and west are not at the same heights. In order for the river to be perfect I'd have to go back and alter the western bank- get rid of those cliffs. That's not difficult at all but it is worth it for the purpose of these renders..?
    So onto the surfacing...

    monks

  3. #3
    Administrator Redrobes's Avatar
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    Quote Originally Posted by monks View Post
    ...so Robes you can shuffle back in lol
    Sure - never really left

  4. #4
    Guild Adept monks's Avatar
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    improved half of the surfaces here-

    http://www.skindustry.net/medem/file...2/render11.bmp

    now onto the mountain.
    I'd like to throw in some displacements as well to the terrain.

    running off a render now of Mindol....

    monks

  5. #5
    Guild Adept monks's Avatar
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    hmm, still needs a lot of work. Promising tho...

    http://www.skindustry.net/medem/file...2/render13.png

    I think displacements will help as well as tree cover in the foreground running up the lower slopes.
    First tho, getting more variation into the surfaces on the mt.

    monks

  6. #6
    Guild Adept monks's Avatar
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    here's one at slightly higher detail settings:

    I think the base of the mountain needs a lot of work

    http://www.skindustry.net/medem/file...2/render14.png


    monks

  7. #7
    Administrator Redrobes's Avatar
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    Cool ! In fact everything looks just perfect except for the white lines coming down the side of the mountain. I dont know what they are supposed to be. I speculate that its mist hanging in the valleys but I am not sure.

    How many and what types of image mask is this using to get this one rendered ?

  8. #8
    Guild Adept monks's Avatar
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    I've gone in a different direction. Mnidolluin is supposed to be blue aftert all- the name means:
    'towering-head-blue'. I may have over egged the blue a lil bit, but this is much closer now.

    http://www.skindustry.net/medem/file...2/render20.png

    hehe- yeah right, no the white lines were jsut a white shader so that I could see that the mask had gone in properly- nothing quite so swanky.
    I want to sue this mask to get some glaciers coming down- the snowline is just too simple here.
    The river mask can be used to apply a water shader and I'd like to get a transition from rapids in the mts- we'll see.

    This is a good 30 shaders, but only 17 are on Mindol. How do you mean, types?
    this really needs some displacement in the lower regions and I'm thinking of applying it with an inverted flow map, that way none of the rivers are affected.

    monks

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