Tuesday, 20 September 2011

Day 12 : Height map alteration


Yesterday i went back home and try out terragen for the heightmap, but was baffled with the new and awkward user interface. While thinking of other alternate ways, the thought of adding turbulent noise came to my mind. Thus i went to photoshop and tried creating clouds and on a soft light mode with a low opacity to lay underneath a white circle with the edges feathered, i scale it up as a finishing job

Screenshot

Then i tried to refine and smoothen the blunt edges of the look of the initial terrain, i tweaked the veins pattern and frequency over and over for a more randomized displacement, and lowered the clamp scale for the sharpness to diminish

Initial
Now

As for the shader part in the mold node, i tried to simulate some small random molten lava trait. I also studied rap's blog about his terrain work, this reminded me the essence of a shader breakdown, as taught in Ms Tan's programming shaders module. There ought to have layers of Base Color, Secondary Colors, Patterns, Displacement and bumps etc for shader writing.


Photobucket
Before & after texture transition
W.I.P
 http://s1130.photobucket.com/albums/m537/wjtan1991/?action=view&current=move2.gif&newest=1
Link to the enlarged pic

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