Open Project: Voronoi

Started by Volker Harun, October 24, 2007, 06:03:08 AM

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efflux

OK, graph is fixed but I actually want to experiment with scalars. No need to make it look more complicated though.

Volker Harun

The Dot Product is only nice when using a Clamp afterwards. You should check that.

About the tough shadows: There is a soft shadow option, that helps a bit, too ,-)

efflux

Soft shadow helps but it sends render times through the ceiling but OK for final render I guess.

I'm experimenting with different scalar functions now. I will probably post examples. I'm also building up secondary displacements a bit more. They are very small or too large in those previous tests. It was just a surface I already had.

efflux

This is mindblowing.

I'm tweaking about with scalars. That's cool but once you start building up secondary surfaces a bit more it just starts looking stunning.

Volker Harun

I put myself in line with others and would like to have a sneak on the nodes ,-)

efflux

We're almost there now Volker. Awesome rocks. OK, not entirely realistically formed. A voronoi fractal would help with that but in another sense beautiful looking. We have the graphs for this basically sussed now. It's just a question of tweaking around to get all sorts of shapes. Bring in other layers etc.

Volker Harun

One thing that really cheers me up is the ease of this functions and the ability, possibilities of shading :)

efflux

It's the detail. Looking at Mojo renders now after working on these rocks and giving them some more surface, the Mojo stuff looks terrible although the forms are good. In a bigger scale Mojo is very good. that's because of the fractal variety.

efflux

The ray traced shadows are OK once you build up secondary displacement. I'm just tweaking around here trying to make it look good with shadows then I'll post.

Volker Harun

I am rendering - the fourth time - now I want to be patient ,-)

Soft shadows- 4°, 9 Samples - takes about 1.5 times longer.

efflux

Is there any way to lighten down the darkness of shadows. I know GI does that, at least some times but in this case I've got very dark areas. I turned the sun up but still it's very dark gloomy shadows.

Anyhow, I think I'll go for a reasonable quality render with this next test.

Ironshirt

Very, very nice results so far! Respect for your patience and your really good ideas!
I see, there is a vast variety of applications we can use voronis for.
I really like this topic and watch it since it has been started, because I also did a lot of different voroni tests within the last months.
Just wish I had more time to experiment (could bite my ass for that).

Last time I tried a scene with really big voroni cells and displacements for overhangs or granite massifs.(used values up to 800 for scale and 500 for
the displacement shader)
I have no test-render heres at work, but results looked similar to this (the scale in my scene was bigger but the rock-forms looked like this):




Volker Harun

Ironshirt! I am looking forward to see your results!

Efflux: Add a Cirrus cloud layer, increase depth to ~20-40, increase coverage to 2. This should darken the whole scene. Increasing the exposure will light up any part of your scene.

efflux

#103
It appears that TG2 simply can't render ray traced shadows properly from the secondary surface displacements at all. This is the problem. If you have no displacements you get no problem. Take a displacement that is not hooked through a compute terrain then hook it through, you'll see how the shadows from the displacement not hooked through are useless.

If the ray traced shadows can't render these displacements then they shouldn't even be trying to but just render from the terrain.

Volker Harun

Hopefully the renderer that is built right now by Matt will get rid of these.