Artic Waterfall

Started by Dune, October 29, 2010, 11:44:14 AM

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Dune

This is what I was doing yesterday. Took a loooong time to render, due to the two water+reflective shaders. Completely procedural except for the gulls of course. The foam may be a little rougher, but I probably won't render this one again. Now I'm working on a glacier.

FrankB

very cool! I find the fact amazing that it's all procedural :)

I wouldn't render this twice either - too impatient :)

Zairyn Arsyn

the waterfall looks frozen, looks good though
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cyphyr

Very good, I like how the noisey "foam" layer works, sometimes less samples is better. I guess the waterfall is a distorted plane?
I can also see how this would be a render hog.
Richard
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Henry Blewer

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Kevin F

I'd go with Zaai999 that it looks frozen, but beautiful non the less. Love the splashes which could be bigger?
If your doing a glacier next it would be really cool (get it!) if you could make use of the icy water technique that I tweaked from an idea by Hetzen a while back.

jbest

How much is a looooong time?  ;)

This looks really very nice. I could understand why it would take so long to render. I think it would look a little more real if the waterfall didn't look so glassy, but of course this is an "Arctic Waterfall."
Heard of computer graphics? CG? Terragen 2, the landscape generating program, also known as TG, a whole cool way to create realistic CG - with TG.

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dandelO

Pushing the boundaries, once again. Very nice!

I think, with all these 'impossible' renders and methods that have been banged-out in here these past few months and, if we all put our heads together and worked on it, that we could make a whole new World to live in with TG. Better than this broken one we have now, anyway.
Now, where's that bread and milk shader? ;)

Cool, man! 8)

choronr

The waterfall and foam are great; and, that overhang with its vertical striations is very interesting.

Dune

@ Richard: indeed, part of the whole sea that's pushed up and aside, by using a simple shape, twist/shear and a distribution shader (and such).
@ KevinF: I'll keep that one in mind.
@ jbest: 5 hours or so @ 0.5 and 5AA The fall is indeed too glassy. Actually it's too big to be glassy, but you sometimes have these thin and fine waterfalls, which are very transparent. I might use this technique for such a fall.