Crater lake Final Page 2

Started by FrankB, November 17, 2011, 04:57:58 AM

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mhaze


Dune


dandelO

#32
Amazing details, guys! I especially love that HUGE ice-shelf round the entire mountain, and how it reflects beautifully in the water. The built-up snow following the terrain channels is a lovely effect, too! :)

Edit; Nice filler-forests in the bg, Frank! ;)

cyphyr

Simply Beautiful :)

The rock faces are stunning, the fractured detail is very effective. Great cloud work too, especially the drifting snow in the gullies!
Animated avalanche next!  ;D

Cheers

Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)


TheBadger

Hi,

I like a lot about this image. The clouds are great, I like the scale, the quality of the reflection, I also like the the distribution of objects and the blending of ground cover and tree areas. But I also have some questions.

I downloaded the image and cropped it to post here for illustration purposes. If doing so is a no no, please tell me.

As you can see in the crop, the trees look like blotches. Is this part of the painterly aesthetic, or did it come out of TG2 like this? I have run into these blotches in some of my renders, but it was not intentional or desired. I don't know why it happens to me or how to make sure I don't see it again.

The render is gigantic! There is another thread about what I'm asking now, but relative to this image... were you able to lower the detail level because the image is so large? So if you had rendered the image at half the size, would you have raised the settings?

Is the painterly feel of the image, post, or native to the render? If its post can we also see the non-post render.

Thanks guys, great image!
It has been eaten.

FrankB

#36
Most of these questions are really for Martin to answer, as I don't know what settings he rendered this at or how he came to decide these were the settings to choose.
Some of those trees seem like relatively undistinguished painterly blotches, that is right. I think it's a bit of an unlucky combination of lighting conditions, distance-based level of detail management from TG2, the render detail settings used, and the tree model itself.

The more I look at the render, the more I realize how many opportunties for detail we haven't used, yet. For example, there is Walli's hut that we had planned to include at the shore, and we'll probably crop render that back in later. However there are so many more things that come to my mind that could be embedded in this image, or made differently, that I have the feeling this may probably not be the last render we'll see - IF Martin and I both feel like getting at it again. You know, after you've been working on an image for so long, it's hard to resist the urge to go on to something else, but it's possible I could bring myself to it.

Anyway, thanks for liking the image, everyone! It was a pleasure creating it, that's for certain.

Frank

dandelO

Quote from: dandelO on January 14, 2012, 12:45:06 PM
Edit; Nice filler-forests in the bg, Frank! ;)

Ah! I typed that ^^ because I thought you'd painted-in those distant forests! :D

mesocyclone

Stunning... Great work, congrats!!

Mor

Great image and great rock details.

Saurav

The ice on the top and the clouds are tops.  :)

Tangled-Universe

Quote from: FrankB on January 15, 2012, 07:31:52 PM
Most of these questions are really for Martin to answer, as I don't know what settings he rendered this at or how he came to decide these were the settings to choose.
Some of those trees seem like relatively undistinguished painterly blotches, that is right. I think it's a bit of an unlucky combination of lighting conditions, distance-based level of detail management from TG2, the render detail settings used, and the tree model itself.

The more I look at the render, the more I realize how many opportunties for detail we haven't used, yet. For example, there is Walli's hut that we had planned to include at the shore, and we'll probably crop render that back in later. However there are so many more things that come to my mind that could be embedded in this image, or made differently, that I have the feeling this may probably not be the last render we'll see - IF Martin and I both feel like getting at it again. You know, after you've been working on an image for so long, it's hard to resist the urge to go on to something else, but it's possible I could bring myself to it.

Anyway, thanks for liking the image, everyone! It was a pleasure creating it, that's for certain.

Frank

I'm curious what more you have in mind :)
I agree that some things are subject for improvement.
As might be expected the flaws of the scene become apparent at this extreme resolution.
The way the trees came out are indeed a combination of lighting, texture-settings, render settings and perhaps the way TG2 handles detail.
The latter is not sure at all, as with this much screenspace to render this shouldn't matter I'd think, although you would expect a bit better results.

@Badger

The potential most time-consuming elements in this render are obviously the water and vegetation.
Generally terrain rendering is much faster than vegetation, unless you have an unsurpassed complex displacement going on, which is definitely not the case here.

Since we render this at very high resolution you could image that is basically the same render, only extremely magnified.
As with microscopy, a good lens resolves a lot of detail at great magnification. In CG this is no concern, so the only thing you need to be concerned about is to tell the renderer to generate enough detail.
So, if you do a crop render @ final resolution and watch it in photoshop then you can decide to render out the final at a certain detail level.
In this case I could have rendered it @ detail 0.6-0.65 instead of 0.75, probably shaving of 20% of rendertime, maybe more/less, when I'd only render rasterized elements like terrain/water.
However, I do know that the dense vegetation will be the most time-consuming, so a bit longer rendering of terrain in favor of good detail won't skew rendertimes too much.
That's why I decided to render it with AA6@max sampling. This provides similar results as AA8@1/4th, but is a lot faster.

Later more...duty calls...

FrankB

Quote from: Tangled-Universe on January 16, 2012, 07:38:45 AM
I'm curious what more you have in mind :)
...

Rocks, birds, reeds, the hut, some man made clutter, a boat with a fisherman perhaps, maybe even some foreground elements like a tiny island... and more :)


Dune

If you decide to dive into this again, my advice would be to add a little (more) population variation into the trees. Did you render the water with full transparency? It might not be needed, which saves render time as well. Or only a short close-by distance with transparency, the rest without.

ps. I'd love to see some reeds in this  ;)

FrankB

I'm not sure yet whether Martin had used a true alpine for the left side mountain and the background mountains, or replaced them with heightfields. I have rendered a crop of the left hill with a) Alpine in 30 minutes and b) Heightfield in 8 minutes.
So I would defo replace the left foreground mountain with a heigtfield, and the background with a normal fractal terrain.
I think we had transparency turned off completely, as there wouldn't be anything visible under the water anyway, particularly from this view angle.
Secondly I agree that the image would benefit from more variation in the trees, and maybe some "hero trees" here and there.
BTW, I couldn't render that image this large. I think Martin reported some "steady memory consumption of around 14 Gig" or so, in any case more than the 8 GB I have in my machine.
But I guess a 4000 px wide render would probably still be awesome. :)

All that stuff I'm dreaming out loud here is a lot of work to set up and get right. So don't expect too much too soon :)