Tuesday, 25 October 2011

Day 38 : Sea of glass IV & Masking of lava shader

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

Okay i mask away the lava, leaving a few trait at the peak. Mr douglas is happy with the result, and i am going to work on the rocky base shader as soon as possible to substitute the dark portion illustrated in the picture

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