Sand and Rock test

Started by moodflow, July 24, 2007, 11:06:35 AM

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moodflow

Just a simple sand and rock test.  Res = 800x600, Detail = 0.5, GI=2, rendertime 6+ hours

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old_blaggard

Great image!  I love the detail in the sand and the little patches of exposed rock, as well as the big stones.  Overall a very convincing representation :).
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ProjectX

That's really good! I'd love to know how you did it.

Volker Harun

6+ hours? Okay, I like the lighting, too ,-)
Did you see the atmospheric grain in the background mountains? Else a wonderful work!

moodflow

Quote from: Volker Harun on July 24, 2007, 11:26:51 AM
6+ hours? Okay, I like the lighting, too ,-)
Did you see the atmospheric grain in the background mountains? Else a wonderful work!

About the grain, this was just a test.  Anytime I try to render anything with higher detail, I seem to get that RED RENDER problem :-(
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sjefen

That sand is stunning. Care to share how it is done? ;D
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Mavcat

I'd be happy if i could make final renders like you make tests :-\ incredible work moonflow!

inkydigit

excellent work...looks very realistic

Volker Harun

For the lighting, go for GI 0|0, Enviro off. Use Oshyan's fill light setup (I use only two additional suns at i.e. 60° and 180°) and of course your softlights.
That would do it. At this and any other rendersize I would recommend a maximum detail level of 0.8. Anything above just shifts the noise to some other pixels ,-)

By the way, a something happens, when going with those Cirrus clouds to a doubled depth and density. Maybe going for a coverage of 1 and turning on those silly tweaks - this could be funny (sometimes I need to go 3D but).

rcallicotte

Very well done.  Great sand.  Great rocks.  Excellent scene and beautiful sky.  Great planet.
So this is Disney World.  Can we live here?

moodflow

Thanks for the compliments all! ;-)

Many thanks for the tips Volker.

Yea, I just threw the clouds together.  I have been doing some test work on cirrus clouds, but still more to do.

The planet uses a 'stacked' fractal technique for the surface, which helps break up that repeating fractal look.  Its really convincing.  I'll try and post an image of it without those pesky cirrus clouds blocking it off.

I also use that stacked fractal method for any other items that use fractals for breakup.   I'll do a write up at a later date as I am working on a new image at the moment ;-)
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rcallicotte

@moodflow - Seeing it with no clouds would rock.  I like the wide open skies, especially when we can check out a cool terrain.  As for the explanation, I'm all ears.
So this is Disney World.  Can we live here?

bigben

Quote from: Volker Harun on July 24, 2007, 02:44:11 PM
.... At this and any other rendersize I would recommend a maximum detail level of 0.8. Anything above just shifts the noise to some other pixels ,-)

I've actually found higher detail levels to provide substantial improvement to the quality of displacements, especially on cliffs, as well as the quality of blended colours from overlaying shaders.... Whether my fractal settings are a contributing factor to this or not I don't know, but there it is  ;) I'll find out later tonight when my terrain displacement/rock test finishes rendering.

PS. nice image moodflow :)

Volker Harun

@Bigben: This might be. But I do not want to be surprised by a different outcome of my render when changing the Detail level for final rendering. I set up the scene that way, that detail 0.8 is sufficent enough.

@Moodflow: Stacked fractals - you mean having multiple fractals connected in line?

moodflow

@Bigben:  many thanks for the compliment.

@Volker:  about the stacked fractals, yes, pretty much use ever increasing fractal sizes (down the line).  In other words, larger fractals are broken up by smaller and smaller fractals up the line.  That way that "fractal repetition" look is avoided.  It works well with anything requiring fractal noise, which is what most of TG2 is about.

For example:  It works really well for distant planets.  The main fractal is nearly the size of the planet, but each gets broken up by fractals that are 50% smaller each time.  So you still get a hint of each, based upon fractals down the line.  Sorry to sound so confusing, but it really works out.
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