Author Topic: Post-Glacial  (Read 13924 times)

Offline zaxxon

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Re: Post-Glacial
« Reply #30 on: October 18, 2014, 04:44:48 PM »
Glorious complexity and detail, love it!

Offline Dune

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Re: Post-Glacial
« Reply #31 on: October 19, 2014, 06:27:23 AM »
@Bob: no here I added a masked (by PF+transform) surface shader with some orangy color, under the default shader.
There's 3x pinus sylvestris, 2x oak, 2x linden, 2x beech, some dead trees and shrub, and I used a masked PF+transform to take the leaves of some of the fallen pinus sylvestris. In the latest render, which I still have to finish, I have changed the rotation values so, some trees (from 1 pop) are still standing, other completely down.
I thought about mosses and rot and must on the dead trees, and indeed have a (again, PF+transform) on the dead trees with moss color added. Maybe I have to slide it more to the mossy side.

Offline Dune

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Re: Post-Glacial
« Reply #32 on: October 20, 2014, 06:52:33 AM »
Update. I think this will be my concept for the scientists to shoot at. At the end there will be cloud shadows and mist perhaps. And birds.

Offline mhaze

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Re: Post-Glacial
« Reply #33 on: October 20, 2014, 08:05:02 AM »
Superb realism.

Offline Kadri

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Re: Post-Glacial
« Reply #34 on: October 20, 2014, 09:00:17 AM »

Looks nice Ulco.
It is realistic probably but still i would lower the contrast between the colors.Subjective of course.

Offline DannyG

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Re: Post-Glacial
« Reply #35 on: October 20, 2014, 10:56:35 AM »
nice realism Ulco!

Offline Oshyan

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Re: Post-Glacial
« Reply #36 on: October 20, 2014, 10:44:26 PM »
I agree with Kadri, great image, perhaps a tad less contrast of colors (or saturation?). Just a little...

Also looking forward to seeing this at final render settings. Could you possibly post a crop render with a box around the area of the tree fall? Capture some of the living trees on all four sides. Render at AA16, default settings, Detail 0.75, and don't do any post work at all, no sharpening, etc. I'm just curious to see how it looks, if you don't mind. ;)

- Oshyan

Offline lat 64

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Re: Post-Glacial
« Reply #37 on: October 21, 2014, 06:05:55 AM »
. This is supposed to become a spring post glacial (weichselien) river system (permafrost still present) , but I would like some input from guys who know tundras. ...

Ulco,
The long-term tundra has many occurrences of polygonal shapes caused by the ice forming into some startling shapes.
I took this photo(first) in 2010 from the air. I wish I knew how to manage a voronoi shader better to to this.
Also a shot of a tributary to the Yukon River showing the width of the channel is not constant. Old channels are dry and show up clearly from the air.

I'm a half century plus ten yrs old. Yikes!

Offline Dune

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Re: Post-Glacial
« Reply #38 on: October 21, 2014, 07:10:59 AM »
Thanks for your input guys. I'll try what you suggest, Oshyan. I know it will be a lot nicer than this (it's just a low-res concept). Regarding the patterns and old streams, I have to see what my 'employer' says, whether these (especially the patterns) did occur here. But it's good to have the knowledge and ideas, thanks!

The voronoi can be made, IMO. Try this sort of setup, maybe it should be warped on a small scale.
« Last Edit: October 21, 2014, 07:24:26 AM by Dune »

Offline Dune

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Re: Post-Glacial
« Reply #39 on: October 21, 2014, 11:11:51 AM »
Some croptests. I (but that's me) don't see any difference between detail 0.75 AA 16 (1/16) and 0.65 AA6, or at least it's in some minute detail that you might find a difference. Anyway, the total render will be published at 300 dpi, so detail seen at screen resolution at 100% will be 1/4 that size in book (if I state that right). Even soft shadows don't do much in such wooded environment.

Offline Antoine

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Re: Post-Glacial
« Reply #40 on: October 21, 2014, 11:53:30 AM »
Great photorealistic works ! The only difference I would see between the two AA settings is at the little branch level of the dead trees, otherwise everthing else looks quite the same to me.

David.

Offline Oshyan

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Re: Post-Glacial
« Reply #41 on: October 21, 2014, 11:51:13 PM »
Indeed, Soft Shadows makes only a very small difference. I definitely notice the improvement with higher AA and Detail, although I would guess most of that is coming from the AA and not the detail, so maybe better to try Detail 0.6, AA 12 or something. I think for heavy vegetation like this something higher than AA6 would be nice though. And no post-work sharpening.

Thanks for trying that. :)

- Oshyan

Offline TheBadger

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Re: Post-Glacial
« Reply #42 on: October 23, 2014, 11:29:31 AM »
Lots of really nice stuff happening in there Ulco.
It has been eaten.

Offline Tangled-Universe

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Re: Post-Glacial
« Reply #43 on: October 23, 2014, 07:44:15 PM »
Always nice to see your (dedicated hard) work Ulco.
I'm far from a specialist when it comes to these topics, so I take everything for granted history wise :)

Oshyan has a good suggestion for rendering. AA12 is the max I'd go for.
At least, it's my new max. Did 16 for a short while, but you really have to look hard to see if it's better than 12.
AA12 definitely has that extra edge over AA8 though. So if you the time and resources I'd very much like to see that posted :)

Cheers,
Martin

Offline Dune

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Re: Post-Glacial
« Reply #44 on: October 24, 2014, 09:07:50 AM »
I don't think it would really be very useful, as the image will be printed in a book at 300dpi and not viewed on screen at 100%. I mean, a lot of the really fine detail will be lost in the 'crude' dots of ink when printed anyway. I think. But it's worth a try, and if it doesn't take days to render, I'm fine with it.

 

anything