Author Topic: Landscape/terrain shading world machine  (Read 3410 times)

2018-03-13, 02:37:13

danielmn322

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I've been looking around to see how much reflection is needed for terrain/landscapes made with World Machine, when I render there's like water reflections or water spots, try to find a shader or something to recreate but can't find anything, wondering if you guys can help
this is how I have it set up

2018-03-13, 03:56:06
Reply #1

Eddoron

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Set the Anisotropy to 0,5. That means no Anisotropy.
If you have it set to 0 or 1, then even with low glossiness, you'll get shimmering spots. (see pic)

edit: you don't need to add the height map as the additional bump. the normal map is absolutely sufficient.
However, For landscape height maps, you should render them in at least(!) 16 bits to reduce terracing artifacts. The height range of such maps is usually very huge.
It's not that bad for a normal map, but if it is derived from such a map, you'll get the same artifacts.

I know that WM is not the fastest in rendering, especially when you have a lot of nodes, but it's worth it.

« Last Edit: 2018-03-13, 04:09:01 by Eddoron »

2018-03-13, 04:19:30
Reply #2

danielmn322

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Thank you!!! tho I had Anisotropy in 0.5 cause is the default but still get like parts with water like reflections so I'm trying to make it more like this http://3.bp.blogspot.com/-qYcHPB1Q3oo/VUfjl8_nctI/AAAAAAAAB2c/82Y6VNqqG3Y/s1600/Corona_Displacement_06.jpg
http://4.bp.blogspot.com/-vfiP3UFcxJs/VUfjmnfvFfI/AAAAAAAAB2o/FzMgbfADyjk/s1600/Corona_Displacement_08.jpg
I didn't render this textures I have height map same 8 bit the one in the material is a black and white from the original texture to make the bump, I use the height map to make the displacement on a Relief object with 1000 segments, world machine is pretty cool to work with you can create whatever you want like you said is not the fastest so I decided to leave alone for awhile till the have a faster version cause it takes a long time to make the texture maps, this is what the pack has btw to me this landscape looks too 3D and like a cartoon which I don't want

How much reflection did you use? seems like the light bounces more

2018-03-13, 06:13:27
Reply #3

Eddoron

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My glossiness was around 0,1-0,2 with the default white spec.
For another test, I used the height map in the spec slot and capped it, so only the top of the mesh was affected.
There was almost no visible difference with that low amount of glossiness.
The only thing that gave me those white bright spots was the anisotropy offset.

If you want something that generates terrain faster, try Houdini. The apprentice(non-commercial) version is free.


2018-03-22, 19:22:59
Reply #4

danielmn322

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Thank you, I've been trying to do it in a more realistic way but I can't still looks a bit 3Dish, what you mean capped it? I downloaded Houdini once couldn't understand how to use it I have to sit down for awhile and see how everything works but I;m doing that with Corona now so I guess it will have to wait so that I can be focus on just houdini, I'm waiting for some geometry to finish saving and I'll upload a render of how the landscape looks and the the two type of setups I used.
« Last Edit: 2018-03-22, 19:28:21 by danielmn322 »