cliff and lighthouse

Started by kalwalt, June 27, 2014, 02:38:48 PM

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kalwalt

I want to share this new project that i'm working on: not sure where i will go with it but i 'd lake to do a seascape. The terrain was modeled in World machine, i created the heightmap and the beach and the water alpha map ( there are many things to say about this...), i used the beach alpha map to create the coast transition but it doesn't works as expected. I quite like the shader for the terrain, i think i have to work a lot on the sky (cloud layer) and on the sea. I want also add some vegetations but not too much. My idea was to construct a picture with a lighthouse ( not yet in the picture...) that spread his light in the fog in the sunset. So this is a test. I like the wide format of the picture, i think it is appropriate. The qaulity of the picture is very draft i used low anti alias and detail settings. Well, we'll see what we can do with it! ;)
[attach=1]
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choronr

Nice start. The clouds appear to give the water a graininess. You might consider increasing the size of the wind patches for the water.

Upon Infinity

The landscape is interesting, although I would work a bit on your shaders.  The base colours are good, but you could definitely mix in some variation with the greens and browns.

kalwalt

Quote from: choronr on June 27, 2014, 02:57:31 PM
Nice start. The clouds appear to give the water a graininess. You might consider increasing the size of the wind patches for the water.
yes, @choronr. i did a fast rendering, doesn't like this clouds too much and they give a strange result on the water, i will increase the wind patches as you suggest, and maybe i will add foam ( i found some posts in the forum for this).

Quote from: Upon Infinity on June 27, 2014, 02:58:04 PM
The landscape is interesting, although I would work a bit on your shaders.  The base colours are good, but you could definitely mix in some variation with the greens and browns.

I also added a different shader on the 'beach' zone in the transitional zone of the coast, i did the map in WM as i say but not sure if is corrected applyed. I want add also different shader for the water zone ( the part of the terrain covered by the sea ) does this make sense? does this make some difference on the appearence of the sea?
Maybe it's better if i do a rendering without clouds, and you could give me your opinion. Regarding the shader, i agree with you, also the rock need a better look.

Anyway thanks for your comments! :)
Walter

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Dune

Changing the shaders under water level will only be visible if the water is transparent enough. Just experiment with it, with flat water at first.

kalwalt

Quote from: Dune on June 28, 2014, 03:13:58 AM
Changing the shaders under water level will only be visible if the water is transparent enough. Just experiment with it, with flat water at first.
I will consider this. Thank you! :)
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kalwalt

i have experimented a bit on the sea and with the water shader but even without the sea the landscape does not seem bad, although there is still some work to do ... :)
p.s in this rendering i used the 640x480 pixel format...

please vote: with or without the sea? ??? ::)

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choronr

In this case, I think the focus should include the sea. Then, you need to develop a point of interest (lighthouse, boat). With respect to the terrain, you need some terrain color variability including some populations of bushes and trees.

kalwalt

i worked a bit on the sea and added a cloud layer above the sea. I would simulate the beam of the light that crossing the air, but i get this sparkling effect, i think i need to work on GI but not sure what i have to change, i increased th valuse a bit but maybe not enough? i used a spotlight for the beam of the lighthouse.

GI cache detail 2.5125
GI sample detail 2.4
GI blur radius 8.93125

Anti alias 6
detail 0.665
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masonspappy

I like what you're doing but wonder if the lighthouse should loom a bit larger on the screen?

choronr

Looks like maybe the light needs more samples - even casting some light on the fog/clouds.

Dune

Try turning off glow in atmosphere, and raise samples indeed. It's quite hard to get rid of all grain, I warn you.

kalwalt

Quote from: masonspappy on June 30, 2014, 07:52:07 PM
I like what you're doing but wonder if the lighthouse should loom a bit larger on the screen?
This is an option @masonspappy, i will try it. In fact the lightouse is not so visible...

Quote from: choronr on June 30, 2014, 10:04:34 PM
Looks like maybe the light needs more samples - even casting some light on the fog/clouds.
Quote from: Dune on July 01, 2014, 02:30:20 AM
Try turning off glow in atmosphere, and raise samples indeed. It's quite hard to get rid of all grain, I warn you.
Thank's for the tips. I'm considering if i can't or the result is not as expected to add a simple pointlight and adding, as posteffect in gi
mp or other software, the beam of the light.


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kalwalt

i abandoned the idea of the beam rendered in TG3, very difficult to eliminate the grains in the image, so instead of a spotlight i added a point light in th top position of the lighthouse, just to give the idea that the lighthouse is turned on. I will consider if adding a beam as post-effect may have sense in the picture.  the picture is only a particular focused on the lighthouse. I reduced the noise octaves in the cloud fractal shader but i think they looks better before...
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kalwalt

This is a low rendering with less clouds, and maybe better than before.
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