Author Topic: Isola D'eElba test  (Read 198 times)

Offline ADL

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Isola D'eElba test
« on: November 29, 2018, 07:30:43 AM »
Hi guys,
some test for my evironment CGI classroom in Rome and Milan (Rainbow Academy and Mohole) about heightfields with maps from real places. It takes 40 mins render at 2400x1350 on Intel Dual XEON 2696 v4 (Terragen use only 22 cores and 44 threads of one CPU for now). Yeah I know, there are some errors on the cost line, depth terrain materials in progress...

ADL

Online Dune

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    • www.ulco-art.nl
Re: Isola D'eElba test
« Reply #1 on: November 29, 2018, 07:38:53 AM »
Very nice. The clouds struck me the most, actually; real beauties. One thing that I don't really like is the water. Somehow it seems too rough, or the patches are too small, or something.

Offline mhaze

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Re: Isola D'eElba test
« Reply #2 on: November 29, 2018, 08:27:29 AM »
Beautiful clouds.

Offline cyphyr

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    • richardfraser
Re: Isola D'eElba test
« Reply #3 on: November 29, 2018, 08:52:57 AM »
Great start, I remember that view flying over :)

I would reduce the Roughness of the sea by about 50% and replace the vertical cliff textures, they seem stretched, with a procedural.

Add a new layer and power fractal (colours to match the cliffs) and limit it's coverage by slope and before the Surface layer add a Tex coords from XYZ node (to remove the stretching).
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