Voyage home 2 and 4k renders Now works

Started by mhaze, November 08, 2016, 06:44:50 am

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mhaze

Cheers Dune, Interested to hear the issues - I find I reach a point with images when I have just had enough!  So I would be interested to see if our ideas are the the same or if there is some glaring horror I've missed. 

Dune

November 13, 2016, 11:40:09 am #16 Last Edit: November 13, 2016, 11:41:50 am by Dune
They aren't really big, as said, but still...
1: Some of the grass clumps float, adding nasty shadowy ridges under them. If you'd use rotation with the terrain, that would be better, I guess. I tend to make my grasses now that the stems are more extended undergrouind, especially on the verges of a patch. A little minus offset of the object also helps sometimes (unless it's to shallow and ducks completely).
2. Tiny unrendered part so it seems, due to extreme displacement and not enough tolerance. Just a bit of cloning would do.
3. I think I would extend the grass (procedurally or not) further into the landscape. On the left it has a very abrupt end, but that may also be because of a ridge.

mhaze

Cheers Dune.  The basic grass is tg grass and I must remember this and either add new grass or smaller patch sizes.

bobbystahr

Quote from: mhaze on November 13, 2016, 12:09:19 pm
Cheers Dune.  The basic grass is tg grass and I must remember this and either add new grass or smaller patch sizes.


Also with floating stuff I find a having Compute Terrain at the end of my shader stack as it's anchor often solves the problem
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Or a compute normal. And if using a compute terrain, lower patch size, or grass will still be floating!

bobbystahr

Quote from: Dune on November 14, 2016, 02:52:06 am
Or a compute normal. And if using a compute terrain, lower patch size, or grass will still be floating!


Hmmm didn't know that about the Compute terrain...never had floating with the Compute terrain but will watch for it...Wasn't aware a Compute normal would work as an anchor . Thanks for that tip.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Afaik, the heights are updated in the surface shaders after the (first, if any) compute terrain, but the normals aren't. And with a patch size of 20m (computing average height(?)/normal of that patch) of a compute terrain at the end, you can imagine a little hillock of 2m and 2m wide, big grass clumps will still be floating here and there.

bobbystahr

Quote from: Dune on November 15, 2016, 02:38:08 am
Afaik, the heights are updated in the surface shaders after the (first, if any) compute terrain, but the normals aren't. And with a patch size of 20m (computing average height(?)/normal of that patch) of a compute terrain at the end, you can imagine a little hillock of 2m and 2m wide, big grass clumps will still be floating here and there.


Good explanation, thanks Ulco.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

zzu

I was thinking that you shared the project file, haha. But good image, should've made an animation out of this.