The Way through..POV2 Final

Started by Zairyn Arsyn, January 17, 2011, 10:20:40 am

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Zairyn Arsyn

i could add mushrooms.
i managed to render it larger, without any problems

i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.

a night version is on the way. :)
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inkydigit

Quote from: zaai999 on January 21, 2011, 10:47:40 am
i could add mushrooms.
i managed to render it larger, without any problems

i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.

a night version is on the way. :)



looks great, about the sparkles/pixie dust....GI surface details on? maybe that is affecting this?

Zairyn Arsyn

actually i think the sparkles apeared on both GI surface detail & no GI surface detail renders.... so i dont think its that. (see the first render)
Quote from: inkydigit on January 21, 2011, 10:56:50 am
Quote from: zaai999 on January 21, 2011, 10:47:40 am
i could add mushrooms.
i managed to render it larger, without any problems

i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.

a night version is on the way. :)



looks great, about the sparkles/pixie dust....GI surface details on? maybe that is affecting this?
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

i7 2600k 3.4GHZ|G.skill 16GB 1600MHZ|Asus P8P67 EVO|Evga 770GTX 4GB|SB X-FI|Antec 750W
http://zlain81.deviantart.com/

Henry Blewer

Looks really good now. The sparkles may be coming off the power fractals spike limit/roughness settings. I reduce these to 0.15 and 0.4 to make smoother areas 'smoothier'.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Zairyn Arsyn


i know what your thinking, he did another dark render..... :D
the darker lighting is intentional, i didn't use a light source, because the lighting in the previous renders wasn't what i was going for, i was trying to capture the lighting of a dense forest
this was post-worked though (lighting adjustment)

object credits
2 NWDA Fir trees
Dogrose by NWDA
3 NWDA grasses
2 clovers by Mr. Miley
Mushrooms by Orge

Detail .85
AA 6
GI 2/2

this took around 6 hrs.

Comments, critques & suggestions welcome.
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bla bla 2

J'adore ├ža rend bien.

I like this render good.  ;)


FrankB

this actually looks very nice  :)

Unfortunately the reddish plant and the mushrooms ain't quite on par with the quality of the other vegetation. I'm convinced if you'd used any other high Q models instead, plus added some sand / small pebbles to the pathway texture, this could look very photo realistic.

The high contrast touch is nice, I like that, but still I think some detail should be visible in the currently pitch black areas.

Cheers,
Frank

Zairyn Arsyn

bla bla 2 wanted some shrooms, i guess i could leave them out in the next one.

i think i will restrict the red plants to the background, i'll extend the mask farther into the distance - i know they dont look that good but i kinda like them.

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FrankB

I like the placements of the shrooms and the redplants, too, don't get me wrong. It's just that this near to the camera, they give the image away as CG too easily.

Zairyn Arsyn

totally, there is a sand texture but it needs some work, i know, i added some pebbles/small rocks, i have the NWDA fake stones pack but for some reason the pebbles appear to be solid white, but the displacement on the FS seems to be there.... doesn't look so good.

personally one of my favorite parts in this image the lighter area in the background (the colors/hues) wanna do a close close up of that.

Quote from: FrankB on January 26, 2011, 02:59:22 am
I like the placements of the shrooms and the redplants, too, don't get me wrong. It's just that this near to the camera, they give the image away as CG too easily.
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choronr

Very good work here with superb light and contrast.


Tangled-Universe

Cool image. I like the fact that you didn't use extra lightsources here. I tried something similar to this some time, but didn't get nice results quickly and dropped the idea since.
I agree that the sand path needs some more texturing and bump. I think that would really the best improvement for this image.
Other than that I think you have nailed it.

Cheers,
Martin

Zairyn Arsyn

hehehehe :D
Quote from: Tangled-Universe on January 28, 2011, 09:14:00 am
I tried something similar to this some time, but didn't get nice results quickly and dropped the idea since.

Cheers,
Martin


working on the path right now, experimenting with dandelO's new sand shader along with displacements.
seems like i'm getting ok results, 
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

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