Hello!
Looking for some tips and advice…
I am trying to recreate this:
So far I am running out of luck and I tried the following:
super dense tessellation which currently comes close at most.
See http://www.millionviews.com/v6/Mars-2015
Problem here is, I am losing a more organic and nature look and feel. Beside, Tess is super heavy on performance. I got it working with triplanar and also the problem with the triplanar setup, at angled hill slopes that do not face X or Y directly, the distortion is too heavy.
I tried modular rocks, the details looks nice but the flow and cracks as seen on real image are missing.
I tried world machine with a super dense landscape for a couple of meters. The flow and organic feel are very nice but then I am missing the real fine detail that I got from the tess. examples.
I tried to assign a world planar noisy map that displaces vertex to the bottom to be able to at random stones while maintaining the cracks between the stones.
This was a nice idea. (was)
So now what?
I am aware that this image and this type of terrain is very hard to do.
The orginal terrain is a existing heightmap and I don’t want to alter it too much. There is a certain flow and structure in all these stones which makes it almost impossible to just at some random stones with slates. It is not the same.
A hill should be feel like it is broken and cracked. Eroded by water over a million years and covered in sand.
Does anyone have some tips or ideas how to handle these kind of terrains?
regards! T