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Thread: December 2022 Challenge: Goode's Canyon on the Red River

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  1. #1
    Administrator waldronate's Avatar
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    Yeah, that's a little silly in terms of coloring. Saving out several channels for different elements will allow final assembly in Photoshop. Because we're going to do things in a perspective mode, everything will be screenshots of Wilbur's 3D preview window, which is a little lower resolution than is ideal. I really ought to get a higher-resolution monitor one of these years or fix Wilbur to generate a larger image directly.

    A bump map because it's often useful to bring drama from low to high.
    sm_bump.png

    A texture-shaded image because it gives a little interest to the high-frequency parts of the terrain (the edges).
    sm_ts.png

    A base color image is important to avoid a general black-and-white map. This is from the Wilbur V2 shader, adjusted to look like a forest / desert kind of terrain.
    sm_color.png

    Most folks are familiar with a simple shaded image, so we'll put one of those onto the stack as well.
    sm_light.png

    Wilbur supports a depth image, which can be used to get heavier strokes on depth discontinuities. After a little processing the raw depth image looks like this:
    sm_depth.png

    Might as well do contours and rivers as additional interest.
    sm_contours.png sm_river.png

    That's the parts. Most of the grayscale things will be multiplied together as the high-frequency detail on the image, which will be modulated with the background color to get the overall image.
    Last edited by waldronate; 12-05-2022 at 09:31 AM.

  2. #2
    Professional Artist Naima's Avatar
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    Quote Originally Posted by waldronate View Post
    Yeah, that's a little silly in terms of coloring. Saving out several channels for different elements will allow final assembly in Photoshop. Because we're going to do things in a perspective mode, everything will be screenshots of Wilbur's 3D preview window, which is a little lower resolution than is ideal. I really ought to get a higher-resolution monitor one of these years or fix Wilbur to generate a larger image directly.

    A bump map because it's often useful to bring drama from low to high.
    sm_bump.png

    A texture-shaded image because it gives a little interest to the high-frequency parts of the terrain (the edges).
    sm_ts.png

    A base color image is important to avoid a general black-and-white map. This is from the Wilbur V2 shader, adjusted to look like a forest / desert kind of terrain.
    sm_color.png

    Most folks are familiar with a simple shaded image, so we'll put one of those onto the stack as well.
    sm_light.png

    Wilbur supports a depth image, which can be used to get heavier strokes on depth discontinuities. After a little processing the raw depth image looks like this:
    sm_depth.png

    Might as well do contours and rivers as additional interest.
    sm_river.png sm_contours.png

    That's the parts. Most of the grayscale things will be multiplied together as the high-frequency detail on the image, which will be modulated with the background color to get the overall image.
    Very nice I think this could be alaborated in a little tutorial for wilbur to add on site ...

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