The procedure is coming back bit by bit in my head now... I'm almost sure I
used the excellent HDRShop to convert WorldMachine 32bit floating point RAW
output to HDRI.
Great . If you want to do a readme.txt I'll add it to the .zip .
Theoretically, with V6, new opportunities are awaiting with the plants and
instancing, but that will be a heavy load on poor RS...
Yep .
I've been working on a VSL shader for rock layers that's really not finished
yet, but if anyone is interested I'll upload this project:
http://www.athanor3d.com/pub/isle02_triset.jpg
Maybe it's worth working out this material better.
Well , it's a nice render , and good looking 'Strata' Shader .
I think I've said it a few times ... need a Shader that will
texturize , based on 'Height' (altitude) and 'Mesh Angle' (slope) .
In a new project - a cave- I used a simple noise modified by a curve for
displacement of the rocks, and a color that depends on bump height. The
result was surprizing:
http://www.athanor3d.com/pub/View07c1.jpg
However, in some viewpoints, displacement rendering artifacts spoil the
image :(
-Mark
Nice render !
garry