Please remember to state if your entry is pure, open or non-competing.
“There are two main goals for these contests: Fun and Glory.
Fun: You get only 4 days to create a cool image, based on the theme for the week.
Glory: After 2 days of voting, a winner is declared. The winner picks the theme for next week.”
Shades of the Rainbow
Pure, using cycles. Also, the entire scene is made procedurally, everything is made with shader nodes. Rainbow uses the world nodes, clouds use volume, and the cliff thing in the middle uses displacement.
Shadows welcome
Pure, cycles 1024 samples, no colors used. No denoise, it fits for me. All procedural terrain, used the experimental adaptive subdivision. It is nice but placing rocks on that is a pain.
Wish there is a BVH cache. Maybe i try a night version tomorrow.
Did you just place the rocks, or are the actually a part of the terrain? If it’s the latter, then I don’t think you can do it with geo nodes as of now.
Well, I just tried to get any result that works both with displacement and geo nodes, but it just gets very odd results that don’t do what I need so I guess it doesn’t work as of now.
“Shades” reminded me of the classic shade from Warcraft 3. I really didn’t like how they interpreted it in World of Warcraft, getting rid of his mouth and generally making him pretty generic looking. I thought it’d be fun to take the old design and make it in a scary semi-realistic style rather than their cartoony art style in the end though:
Pure entry 1000 samples. Not sure why, but this weekend I was able to connect the dots, not for lack of being tired from work, this week was brutal. I should be in bed right now
The lamps are all identical, the shader deforms them using vector displacement. The fairy lights are a simple mesh of one light on a cable, with array and curve modifiers and a lot of twist on the curve.