Continuous landscape

Started by Dune, November 25, 2012, 04:10:59 AM

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Oshyan

Badger, I briefly mentioned your approach earlier, although perhaps not as clearly.
QuoteThe latter would certainly be much easier, just setup different versions of the same scene, render out the same view of each in a wide format, and blend each time period in as desired. Of course there would be a lot of render overlap, and the look of it would be more simplistic than if you tried to somehow integrate the time periods into the actual construction of a single scene.

What I'm interested in is if this project is intended to have a more literal "integration" of the different time periods across the image space. In other words, rather than being a simple fade, or any other kind of work you could easily do on an image masking basis, to instead have the elements of different epochs *literally* blending into each other left-to-right. To give you a simplistic example, let's say there is ice age on the left and modern times on the right. In the middle is the blend. On the left you create large glacial terrain shapes and color them white and blue. You have a camera-projected mask that causes this texturing to fall off around the middle, blending into green texturing on the right. You have trees covered in snow on the left, in the middle they are intermixed with barren trees with no snow, which gives way to fully leafed treas on the right. These are not simplistic fading image blends, but unique instances of objects with these characteristics. Does that makes sense?

Now I am *not* sure if such an approach would be notably superior to a more simple image blending technique, in fact it might end up looking worse. But from a technical standpoint it's far more interesting, and I think that's what Ulco is attempting here. So I'm quite curious to see how it goes!

- Oshyan

TheBadger

#16
Oh hey Oshyan, sorry, I was editing. Yes I saw your post and agreed with it.

QuoteWhat I'm interested in is if this project is intended to have a more literal "integration" of the different time periods across the image space. In other words, rather than being a simple fade, or any other kind of work you could easily do on an image masking basis, to instead have the elements of different epochs *literally* blending into each other left-to-right. To give you a simplistic example, let's say there is ice age on the left and modern times on the right. In the middle is the blend. On the left you create large glacial terrain shapes and color them white and blue. You have a camera-projected mask that causes this texturing to fall off around the middle, blending into green texturing on the right. You have trees covered in snow on the left, in the middle they are intermixed with barren trees with no snow, which gives way to fully leafed treas on the right. These are not simplistic fading image blends, but unique instances of objects with these characteristics. Does that makes sense?

Now I am *not* sure if such an approach would be notably superior to a more simple image blending technique, in fact it might end up looking worse. But from a technical standpoint it's far more interesting, and I think that's what Ulco is attempting here. So I'm quite curious to see how it goes!

Oh yeah! Now were getting to the meat of it!:)
For me, I am assuming that Ulco will give a ton of attention to the facts of the time periods, just because his historical renders always seem to me to have that information. Of course I am NO expert ecological/geological history, and less so when it comes to Ulco's part of the world. But the renders appear to have all the literal facts of nature in them.

So if its then just a question of masking later, or building the information into as few renders as possible, I have to support the masking. THere will be nothing simple about it. I am thinking in terms of matte painting now. And final output. So while I must agree that "from a technical standpoint it's far more interesting" because it is. I think that will require a ton of complex experiments with-in TG2. While masking is a proven method for panorama making. Where also the final esthetic can be more easily pre-visualised, since there is already a ton of work out-there to reference.

Maybe I am mistaken now, but it sounds like the choice is between building a world with all of the elements in one place (sort of), and painting the elements into one place from several TG2 worlds (sort of).
building it would be, like your suggesting,  AMAZING. I often sit here with my jaw dropped open in awe of the technical genius of many of you guys. But I would be terrified to attempt something so complex *after* the Commission began. I would want to know how thats going to work from the start.

On masking the transitions, I am not suggesting anything simple. Definitely not some kind of gradient of one age to the next. But rather a painting in of the visual facts at the meeting points of the time periods.
Imagine the space on a print where one period of time meets up with the next. What is happing at that point? Its it a hard transition? Or is there a representation of the period of time between the two major ages? But going the mask and paint method there is a lot more options. All of which can be more easily changed and modified in photoshop.

I guess now after reading and writing here with you. The *ideal* would be to do both, and then have the freedom to mix an match.
But like I said I would be terrified to try the more complex technical approach without first having done successfully before. Then again, I don't deny for even a second that Ulco's and your (Oshyan) technical knowledge of TG2 and rendering is vastly above mine. I am just interested in the ideas here. Its very cool that your getting paid to do this stuff Ulco, and everyone else who earns while having fun!;)

*edit
Oops sorry, when I say painting, I am thinking in "matte painting" terms. Just to be clear.  ;D
It has been eaten.

Oshyan

Understood, so you're thinking of a reasonably sophisticated approach as well, just using post image editing rather than in-scene (and, yes, somewhat more "rigid"/inflexible) construction. That being said there are definite disadvantages to the post blending approach, not least of which is likely longer render time (since you have to render at least *somewhat* larger than each time period's area of depiction will display as in the final, to handle overlap and creativity in post), as well as huge memory requirements for handling multiple layers of imagery at that high resolution in an image editor.

The nice thing is Ulco already has a proof of concept going for the "do it all in one scene" approach. Granted it's a long way from full realization at a high level of quality, but it proves the basic idea is sound, and he put it together extremely quickly.

I think no matter what approach is taken, it's going to be complex, challenging, and resource-demanding.

- Oshyan

TheBadger

Ahh yes, I did forget that Ulco is talking about printing in "Meters". That would be a heavy lift in photoshop. That fact is rather important, now that you brought it back to my mind. Really I have no idea what would happen then. I have never worked that big. The largest .psd I have dealt with is 1GB. If I remember right I was usingCS3 then. It was very cumbersome. Although Aoutopano giga is desined for this kind of lifting. I posted this link before, but in light of this conversation it may be more relevent now. http://www.paris-26-gigapixels.com/index-en.html  details: step1 http://blog.paris-26-gigapixels.com/en/?p=115 , step 2 http://blog.paris-26-gigapixels.com/en/?p=110 , step 3 http://blog.paris-26-gigapixels.com/en/?p=114

Anyway, whats really important to me is that I don't want to wait any longer. I want to see the finished version of this thing now!
Work faster Ulco! I need my super complex terrain visualization fix now ;D
It has been eaten.

Dune

QuoteBut I would be terrified to attempt something so complex *after* the Commission began. I would want to know how thats going to work from the start.
So am I, maybe not terrified, but a little anxious if (mainly) the system can handle it. It will be huge in terms of kB's... Mb's and maybe GB's. You're right about the approach I want to take, make it one large image, with no blending afterwards, but probably rendered out in crops. It will have to be printed in strips anyway, the largest they get here is 2 meters wide.
I was thinking along your camera line as well, Oshyan, but being very busy at the farm (builders work, never done it before) I only have an hour or so per day to spend on this, for the time being. If I can restrict trees to the cropped/masked areas for every era, and save as separate tgd's, I hope to keep the count low. I will also probably work with fill lights (no GI) or I have to do every large GI prepass myself and upload each. Unless the farm can handle that properly by then (Ty?).

There won't be very much erosion and lava stuff and such, as it's a Dutch landscape, with low rolling hills at most. Such as in my first test. Pff, that's a relieve...

Tangled-Universe

It's not a matter if the renderfarm can manage that properly, because TG can't yet at the moment.
So you probably need to generate the huge cache yourself, which made me think:

What if you save "crop GI caches" of the entire frame and use the blending for animation option in the GI settings for blending your GI crops when rendering the final frame? Would the black parts, outside the crop, be replaced with GI from other cache files then?
I tried a skybox once and set up an animation for my camera for each tile of the box.
I forgot to switch off motion blur and each tile had some ghosting of other tiles and in tile details.
I think I should try this, low scale.

Dune

Well, instead of venturing into that and having to upload an enormous GI cache file, I'll stick to fill lights. I think I can make the lighting for this purpose good enough, with a little effort. But thanks for co-thinking, Martin!
It's too bad I have so little time at the moment ( I was working on drainage today, hard labor!).

Oshyan

Quote from: Tangled-Universe on November 28, 2012, 05:10:30 AM
It's not a matter if the renderfarm can manage that properly, because TG can't yet at the moment.
So you probably need to generate the huge cache yourself, which made me think:

What if you save "crop GI caches" of the entire frame and use the blending for animation option in the GI settings for blending your GI crops when rendering the final frame? Would the black parts, outside the crop, be replaced with GI from other cache files then?
I tried a skybox once and set up an animation for my camera for each tile of the box.
I forgot to switch off motion blur and each tile had some ghosting of other tiles and in tile details.
I think I should try this, low scale.

This does work, I've tried it before. :-D It takes a bit of manual work, you have to render each cache manually and name them sequentially so it can find them all. But the end result is smooth GI.

- Oshyan

Tangled-Universe

Ah nice Oshyan, good to know!

Dune

First larger rough test @ 10000px wide. I think it will be a bit strange if there are too many transitions, but we'll see what the client says.

Oshyan

It's woooorking! Cool, hehe.

- Oshyan

Dune

Yeah, it is, but I'm not there yet. Now I have to figure how to do the terrain; either as one wide vista, like a panorama, with maybe 5 hills along the whole 45 meters, or as a continuous sequence of vistas with say 5 hills in each era. Now an ice age will only occupy part of a hill, if you know what I'm getting at, not a total landscape of a few hills before we move on to the next ear with again 5 different hills.
I haven't conferred with my client yet, as I first want to find out for myself what's feasible and gives the best result.

I also had to use a trick to get the displacement intersection work when blended by a camera driven mask, but that seems to work. This render at 0.5 and AA4 took only 1.2 hours, so the final should be doable in crops.

TheBadger

Wow Ulco. Is that what the country side looks like where you live? The rolling green hills and few trees? I would love to walk out there all alone! For me that kind of place is other worldly, there is nothing like it where I am from.

I think I am seeing an issue that will stick out to me though. If you are doing this in one render then I would guess you are able to get such a wide shot by cutting out nearly all of the foreground and most of the sky. In a photographic panorama, the individual parts would have been shot in a vertical "portrait" position, think a 8w x 12h aspect ratio, whatever ratio that is, just as an example.
The shots would over lap from one side to the other (as much as you like) and the result would be that you get back the foreground and as much of the sky as you like. Though the pano narrows at the far sides of the image requiring you to crop.

Non of this maters if you are printing a bill board. But if its something anyone will be allowed to get close too. the image as is will look like a crop of the distant parts of a photograph. In a photograph the foreground is alway more crisp and clear than the background. Right?

So I am not sure how you got such a wide aspect ratio, but something to consider.


It has been eaten.

Dune

No this is supposed to be the south of the Netherlands, near Belgium and Luxemburg, where we do have some rolling hills. Check out images of 'Limburg landschap'. The rest of Holland is quite flat. This is 1 mile from where I live, a heathland (National Park) in September. But it's indeed green and not very populated where I live, luckily.

It's supposed to be about the landscape, so a sky is of minor importance, but I could always point the camera slightly up for more sky. The only thing I wondered yesterday is whether to change the camera angle from 60 degrees to (very) wide angle in order to get more hills within the width. Have to check that. I hope to get away without having to stitch parts together. Working in this file is very cumbersome  >:(

TheBadger

QuoteCheck out images of 'Limburg landschap'
Ok thanks. These landscapes are much like where I live.
Keep going Ulco! I am very interested in the process, and what you find will work.
It has been eaten.