Hi everyone :)
New week, new material !
I have always struggled to create truly realistic rock surfaces, always having either too much or not enough noise, so this study was essentially aimed at trying to find an efficient method to achieve them while maintaining a believable surface.
I tested 3 different processes:
-The 1st one was made from a basic tile sampler and a cell, and then I used a combination of blurs, gradients and thresholds (lot of them) to sculpt the edges until I get something that suits me.
-For the 2nd one, I took some of the main elements from Enrico Tammekänd's tutorial ( https://www.artstation.com/artwork/1NN5Ge ) such as the atlas scatter > flood fill mapper tip, and tried to adapt them to what I wanted in terms of shape and height. And I'd like to take this opportunity to thank him - the tutorial is truly a goldmine !
-And for the last one, I started with a tweaked voronoi fractal which I deformed with different crystal noises that I used on warps, and I combined some of the techniques from the two previous attempts.
The biggest challenge across the 3 materials was to find a way to deform/destroy the shapes without them merging, while maintaining a reasonable spacing from one rock to another.
If you have any question on the process of course please ask ;)
Hope you like it, cheers :) !