Leaves and Stones

Started by fleetwood, October 17, 2015, 04:32:36 PM

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fleetwood

Assorted autumn litter and DOF added to recent fake stone test. Stone surface uses some eroded height field displacement and some blue node noise among other things. All stone texturing is procedural.

Leaf - Gary Poole
Twigs - Mandrake
Heather - Ulco
Pine needles - unknown
Pine cone - unknown

Clay


dorianvan

Looks really good. I would add some wind-swept dirt somehow in the crevices though. Cool rocks.
-Dorian

Tangled-Universe

Really nice!

Are the dimensions of the scene real world scale?
I'm wondering about a different focal length for the camera for a more effective DoF or just increase the aperture size a few millimeters.

This makes me want to do fake stone scenes right away, great work :)

fleetwood

Thanks all.

TU:  The heather is over sized. That single plant is taking up a couple of meters of space. The stones are 5m.
The render camera was set to use a focal length of 80mm . I had tried several apertures and perhaps went too small.

TheBadger

Yeah, pretty cool!

It does bother me a bit that doing anything like we can do at the macro level is really difficult at the micro level. I remain really confused about why TG cannot do small, that which it can do big.

For example, getting the camera down into the space between two real world scale pebbles, and getting an atmo between the two pebbles as if they were two mountains. OR more directly related to OP, why is it easier to detail a stone like the OP when it is really much larger than it looks... Why does it mater, or how does TG know a difference (in a way of speaking)?

My guess is that it must have something to do with processing power. But that still would leave me confused, because the area being processed is smaller.

IN another app, say Maya, There would be trickery too. So going with my example question, two pebbles that you want to make appear as mountains, like a microbe looking up from the dirt. In this case its all fake so you could work at whatever scale and just treat it as you would a normal scene of say a table and a chair. It will look however you want it to, and no one will know just from looking at it if you worked in meters or inches, or millimeters, or whatever.

But in TG, this is a different more interesting question, because TG is all real world scale. Right? So what makes it impossible to go from the micro level to the macro? What is the technical wall that is so hard to over come?

As a last example to illustrate the question I am really asking, more clearly. Imaging going from the size of an atom to the size of your hand, why can't we do that, if we can go from the size of a stone to the size of the earth?

hmmmm, Interspace to outer space in one camera move!!!! ;D someone do it!

Anyway, I don't understand what makes it hard when everything else (most everything else) is made so easy for us.
It has been eaten.

Oshyan

There are practical upper and lower scale limits (millimeters to millions of kilometers let's say, and this is defined by the limits of numeric accuracy in the compute systems), but within those limits you can pretty much do what you like. Getting fine movement at very small scales can be tricky, but you can just use direct numeric input when that's necessary (i.e. fractions of a meter). And in the case of the camera for camera movement there are various ways to make it easier to move around at very small scales, including setting new look-at and orbit points for the camera, and adjusting the Custom Step Sizes for slowest navigation speed in the Preferences (under Navigation). Then use the pop-out navigation widget upper-right of the 3D preview.

If that doesn't answer your specific questions/concerns, then what in particular do you have issues with when working on a small scale? (keeping in mind the practical limits described above, which are more about the challenges of calculating big numbers accurately in computing).

- Oshyan

fleetwood

A little different camera and DOF + a bit of lichen coloration. Made the heather patch into four normal size plants.

Oshyan

I quite like the new composition and DoF. Looks a good deal more realistic now. However the pinecones I would think would just fall off the rock the way some of them are up there, they're more likely to collect at the foot and down in cracks. And there are some leaves sticking out of the rock. Hard problems to correct, I know, but I think it'd push it that much further into realism.

- Oshyan

Dune

Cool render, fleetwood!
That would be a great step, if a mask would be there to find crevices (instead of masking so that you already have the crevices to begin with), kind of like the GISD is working in darkening edges/crevices.

DocCharly65

Both renders are very very very beautiful!
(The second DoF is a bit more beautiful.)


Tangled-Universe

Nice work :)

About creating a mask for the cones: I think I would just paint a mask in Photoshop and project that through camera.