Here are the pictures from Raul, pretty cool! http://www.pasteall.org/pic/show.php?id=7077 http://www.pasteall.org/pic/show.php?id=7078 http://www.pasteall.org/pic/show.php?id=7079 http://www.pasteall.org/pic/show.php?id=7080 http://www.pasteall.org/pic/show.php?id=7081 http://www.pasteall.org/pic/show.php?id=7082 http://www.pasteall.org/pic/show.php?id=7083 http://www.pasteall.org/pic/show.php?id=7084 http://www.pasteall.org/pic/show.php?id=7085 http://www.pasteall.org/pic/show.php?id=7086 http://www.pasteall.org/pic/show.php?id=7087
Daniel Salazar www.3developer.com On Mon, Nov 22, 2010 at 12:30 PM, <[email protected]> wrote: > > Thanks Tomas :) > > Yes, indeed will be very helpfull for your sci-fi project, as soon as > Lapinou upload it check my site http://farsthary.wordpress.com , I made > there a comparison with current textures to see their limitations. > > I will polish today the patch and will release it by tomorrow, hope it > will help you, is a fairly simple patch and will not disrrupt anything > in Blender > > Cheers Farsthary > > > Hey Raul, > > this feature sounds just awesome! You have my full support on it! > > Something I wanted for 3 years... Can't wait to see images. > > > > cheers, > > Thomas > > > > Am 22.11.2010 16:33, schrieb [email protected]: > >> Hi all :) > >> > >> This weekend I need to create a procedural planet for a local work, so > >> I > >> went straigth to tinkering with built in procedural textures, sadly > >> there > >> where no simple combination of procedurals that provide me satellite > >> like > >> view of planet surfaces, in order to achieve that a procedural should > >> have some desired properties: > >> > >> It should have iso - lines that remind same high levels, like coastal > >> lines or lines like rivers, erosion and features like that. (the closer > >> built in procedural that currently have similar features in Blender is > >> stucci at high octaves and turbulence and the magic one, but is not > >> enough > >> and are quite self similar at every scale) > >> > >> It should be fractal like but should not be very similar among scales > >> because otherwise you get very similar and smooth detail at every scale > >> (like currently happen with Cloud porcedural) > >> > >> It should provide detail enough at all scales in order to avoid > >> increasing the number of noise octaves beyond wthat's currently blender > >> have built in, for planet surfaces extremely close shorts should be made > >> to the surface or build very big spheres, and from far away any > >> smoothness > >> will be inmediately spotted. > >> > >> The usual approach is to use lots of layers and composited > >> procedurals > >> in order to achive that, with the corresponding slow down, and trial and > >> error approach or use some of the excelent directly aviable satellite > >> pictures of planets (not an option for people offline like me). > >> > >> So I end up creating a new procedural: "Planet" texture, that has all > >> the > >> needed features and more, it provides enough detail at every scale and > >> more important, is not very similar at different scales so zooming in > >> will give you an entirely different view with new details and features > >> in > >> the terrain, it also have iso-lines and features that simulate erosion, > >> rivers, platforms, and more , all using a single proce > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
