The render was quite fast after zeroing out the value of reflect/refract limit
Some tryouts:
Tileable water displacement
Displacement layered with the water displacement map i found. It turns out to seem like discrepancies and noise rather than fluid |
This is choppy water node displacement. Alas, i cannot combine it with the bricks pattern because the displacement_layer node only inputs image-based displacement Reference picture : |
This is the reference picture Mr douglas provided, the deadly hopeless and gloomy atmosphere is what we are looking for. He wants just a few lava trait at the top |
I create another turblence to fed into the bias of colormap to block out some portion of the lava. As the previous one was predictable and procedural |
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