There are a couple of new things I've found out about, hopefully it can be of use to the scene. Firstly on Wednesday I've finally gotten a reply on odforce regarding interaction between geometries and flip fluids. (Flood breaking rock structures)
Terragen 2 is very easy to use. Here's a test render I came up with.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVqdK9WwAPQ_lBG9i-GgQ7VJPxBxg0bF37IPbaiI21S4rpQI8LC04K1NbhGRHxJCUgVfUcMnyBj-TX7M9ECq1lYfy0UgNNgur0K5LORDtasM-ZkmPD5POrFndcy4nsaLquvGhvnCuv99xK/s320/workscreenshot_53.png)
I've been having some difficulties painting the height map to get a decent base I want so that I can start modeling the foreground rocks as seen in the reference provided by Mr Douglas. I'm close to getting it though.
Mr Douglas helped me create a procedurally modelled rock using metaballs and rig joints to deform a box.
In Mr Douglas' previous test file he used a magnet to deform the metaballs. However in the new file he created I still don't quite understand what has been done thus, I shall ask.
...
I've asked Mr Douglas and he has explained how the file works. Now I know which nodes to tweak and put them into a control for easy transformations of the metaball.
I've also "finalised" the height map so that I can use it as the base for the rock modelling in maya. Mr Douglas approves of me using maya to model the rock structures in the foreground since their details are much more noticable closer to the camera. The rest of the random rock structures in the background can be created procedurally.
No comments:
Post a Comment