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By Neuspadrin
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1.5
As you can see scale makes the stones get smaller or bigger overall compared to everything.
Density
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As you can see, density is the how much ground cover the stones take up. 0 being 0% up to 1 being 100%.
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As seen above, stone tallness just does what it says. Makes your stones tall/short. It stretches them up and down depending on these factors.
Pancake Effect
These pictures don't show it the best, but pancake effect essentially is like if the rock was squishy, and you pressed down it would shoot the sides out, and flatten the top. Below is a bigger image with some extreme pancake to try to show you what I mean.
I had to change the view a little to get in what was happening, and Included the shader top preview that also shows a little of what is going on.
Colour Variation
This changes the color of the rocks by set amounts of red, green, and blue. The values range from 0 to 1, which is basically 0-100% variation. For below, only the one color changes, the others remained .5. 0 Red 1
Green
Blue
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Fig 2
Fig 3
We can also go to the displacement tab and change the amplitude of displacement to something higher, I set mine to 10 and got the Fig 4. The thing about displacement is it can occur on the normal (straight out from whatever angle it is), or you can set it to do things such as vertical only and lateral only. Fig 5 has been set to only vertical displacement. With this rock it doesn't change much as most of the displacement was vertical only as is. Fig 6 shows what lateral only can do, which is quite a bit different. It makes it so the only displacement that happens is if it is in a lateral motion, instead of doing vertical displacement. This leaves the top of the rock quite smooth, while making the sides very broken up.
Fig 4
Fig 5
Fig 6
Fig 7
Fig 8
Fig 9
Using Redirect
Redirect is a VERY powerful shader that can get some very nice realistic effects. I started by just deleting the twist and shear shader from above, so I was back to the same scene as Fig 7, also above. Add child displacement redirect shader. At first a redirect does nothing when added. This is because it relies on other shaders to create the redirect. I most often use a power fractal. So below are 3 images, with the exact same shader put on x, y, and z. To add the shader click the button, and choose create new displacement power fractal. Now click the + again, and click goto. I set my displacement to 50.
As you can see they displace in the directions they are set for. You can really do a combination of each displacement effect or a mix of them to create some pretty cool things.
Making Stones
So, we have gone over the shaders that are important in stone making. It's not just the fake stones shader you need, its the other more powerful ones that bring in the awesome rocks. So now it's time to combine up the knowledge from earlier to make some boulders. So we start from the beginning, a brand new scene. Add displacement fake stones. I'm going to use a stone scale of 100 again, but keep everything else default. Now this time I want just one stone really, so I'm going to blend by shader, create new colour distance. I'm going to tell it to invert the blend shader, and then goto it. I used the measuring tool to measure the distance from the camera I wanted the stones to stop, and I set the far distance to that distance. I set it spherical from the render camera. What I got is to the right. Now I want to set up some displacements for this rock and get it started. For this I am going to use twist and shear first. Add child displacement twist and shear. I liked the lean factor it was at, and the direction, but I wanted it to have a base altitude of 10. Next I will add the redirect layer, so I will add child displacement redirect. I will be using 2 power fractal shaders, one in the X shader, and one in the Z shader. To add both of them create new displacement power fractal on both. Now I'm going to adjust them slightly to get the displacement amplitude and scale I want.
I've also moved around the rock to get a angle and displacement I liked in it. I set the scale on both fractals to 10, and the displacement amplitude to 50. To the right is what I have so far for my boulder. But it is very obviously missing colour. Now boulders can have many colors in them, so really the best option is to use a couple child shaders without displacements to create the color distribution you want. You should blend them using fractal breakup and such so that they can go over each other and add to the realism. You can also add a reflective shader to make the rock look wet, or you can make it look like its got something shiny in it, like gold specs. I'm going to do some modifications myself to mines color, it will be available for download so feel free to download the file and see what I did. I'm also going to add some of Walli's free grass into the image just to give it a little more realism for my final render.