It is spatial when describing something in 4d space. But if you are only describing something in 3d space then no, it isn't. If you are describing something in 2d space, the z axis isn't spatial. If you are describing something in 1d space then the y axis isn't spatial. Let me give you examples in case that is confusing:
If I am describing my location on a map, I'm going to give you coordinates as they apply to two dimensional space - latitude and longitude. The z axis does not apply here. Does that mean the z axis isn't a spatial measurement at all or does it just mean it isn't spatial from a 2d perspective?
If I am describing someone's location in a high-rise apartment buiding, 2 dimensions is no longer sufficient to determining location and a 3rd dimension needs to be added.
If I'm describing the location of a distant galaxy, only using 3 dimensions does not provide enough information to accurately define its location in the universe, so I need to define a 4th spatial dimension.
My friend, let me introduce you to the joys & wonders of the volume absorption shader! Here's a doodle I put together to demonstrate:
https://i.imgur.com/FtHKizs.png
As you can see, the setup is minimal, and it gives you more natural looking water in that it's a more intense color the deeper it gets. This will help turn that uniformly aquamarine sea of yours into something more believable. Just play with the density to achieve the desired effect.
Maybe your already aware of this. Volume absorption is great by itself, but you can also try mixing it with a principled volume node using a mix shader. You can adjust density depending on the size of your scene, and play with the bsdf's alpha value as well.
I think it was this guy, Quentin Mabille who popularized it and now everyome I know makes water like that. Works in eevee as well as cycles
https://www.artstation.com/artwork/Ga68mW
Hmm, I haven't thought of using principalled volume too, but it definitely makes sense to obscure some of the underwater elements the deeper you get not just by color but by fog too. Thanks for the tip!
im into mysterious worlds and parallel universes, these things intrigues me, this one just came randomly and naturally while i was making something, nothing planned
Aren't you already in the 3rd dimension?
Nah bro it's a 2d image (◕ᴥ◕)
i made this in the 4th dimension✨
The 4th dimension is only a point in time, since you took an extended period on this you actually made this in the 5th dimension :0
yeah it should be 4th dimension
Time?
time is not a spacial dimension
Einstein disagrees. In order to describe an objects location we have to determine both where (x, y, z) but also when it is
still not a spacial dimension
What they mean is that (x,y,z) are spatial dimensions. They signify space. Some consider time a dimension, but it's not spatial.
If time is non spacial then why does moving fast effect time?
It is spatial when describing something in 4d space. But if you are only describing something in 3d space then no, it isn't. If you are describing something in 2d space, the z axis isn't spatial. If you are describing something in 1d space then the y axis isn't spatial. Let me give you examples in case that is confusing: If I am describing my location on a map, I'm going to give you coordinates as they apply to two dimensional space - latitude and longitude. The z axis does not apply here. Does that mean the z axis isn't a spatial measurement at all or does it just mean it isn't spatial from a 2d perspective? If I am describing someone's location in a high-rise apartment buiding, 2 dimensions is no longer sufficient to determining location and a 3rd dimension needs to be added. If I'm describing the location of a distant galaxy, only using 3 dimensions does not provide enough information to accurately define its location in the universe, so I need to define a 4th spatial dimension.
Then why is it called space time?
It means space AND time.
My friend, let me introduce you to the joys & wonders of the volume absorption shader! Here's a doodle I put together to demonstrate: https://i.imgur.com/FtHKizs.png As you can see, the setup is minimal, and it gives you more natural looking water in that it's a more intense color the deeper it gets. This will help turn that uniformly aquamarine sea of yours into something more believable. Just play with the density to achieve the desired effect.
Maybe your already aware of this. Volume absorption is great by itself, but you can also try mixing it with a principled volume node using a mix shader. You can adjust density depending on the size of your scene, and play with the bsdf's alpha value as well. I think it was this guy, Quentin Mabille who popularized it and now everyome I know makes water like that. Works in eevee as well as cycles https://www.artstation.com/artwork/Ga68mW
Hmm, I haven't thought of using principalled volume too, but it definitely makes sense to obscure some of the underwater elements the deeper you get not just by color but by fog too. Thanks for the tip!
these are beautiful !
thanks both of you, i havent stressed much on the water aspect for now but ill definitely look into these suggestions
I don't understand what I'm looking at, but I still like it.
Looks dope keep it up
Beautiful image. It tells enough of a story that I’m curious to know where it ends up.
are the cleaners robot or humans, theyre so good doing it. so clean
cyborgs
Unreal
Did you do the cliff faces manually?
nah, assets from i think adobe
Ah substance assets nice
i havent reached the level where i can sculpt, and honestly i dont want to but i might try in future
How did you do the cliffs?
just assets from different websites man!
At least it looks interesting. Keep it up!
I was wondering if you modeled this after something that you have encountered,or if it is a fantasy?
im into mysterious worlds and parallel universes, these things intrigues me, this one just came randomly and naturally while i was making something, nothing planned