Open Project: Voronoi

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

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efflux

Lets hope because even if we just had ray traced shadows coming from the terrain and ignoring detailed surface displacement shadowing it would actually be better.

Volker Harun

I do not like to bet, but I guess that Matt would recommend to use higher GI-settings ;D

efflux

I think the problem might go away when you do huge renders at higher settings. On that "Functions" render I did, I had these same problems yet I don't see them on the 3000 x 1500 final render. I remember them appearing in the displacement cracks of test renders.

Volker Harun

Well, at my new work, there will be a 12xQuadcore Server idle over night. Maybe I can crack in? ;D

efflux

It's hard to work out what is actually happening. The fact that bigger renders of the same scene show less of the problem suggests some kind of level of geometry squeezing causes it because it's definitely much worse if you distort things.

I've tried this next rock test and the shadows are dire so now I'm rendering it at twice the resolution to see what happens.

Volker Harun

I dumped everything done so far :)

Starting back with one of my Perlin-Spires and recreate the surfaces using voronoi and perlin ...

May take some time, as I want to go final ;D

efflux

I'm waiting for a voronoi stones render. A waste of time really because of these shadows issues but I'll use these ideas. I'm working on atmosphere a bit to try to create more distance and space. The default atmosphere settings are just about useless for anything.

efflux

For example, if you look at that latest Armand's picture it has huge depth and space. Quite a few Mojo pictures are like this but it has nothing to do with the app. TG2's atmo is better. It's to do with the huge planetary vistas so some Mojo users have simply learnt to set the atmosphere better for this feeling of space. I also think that any graininess in the atmosphere is out of the question for this spacious effect.

Volker Harun

The main problem with TG2's atmosphere is that it does not count the scale you are working at in ,-)

As soon as you work on sea level with reasonable heights, all you need is to adjust the atmosphere's density and height. Of course some lighting conditions need more work. But as long as the scale is fine, it works for me.

efflux

Yes I'm finding the scale is important. Atmosphere goes wrong if you go out of scale. One scene I'm working on now looks pretty realistic so I think I'm getting somewhere with the atmo. It's a clear atmo which always makes nicely surfaced near objects look good but it can be tricky to tweak those atmos for a good distance look.

dhavalmistry

Here are my 2 cents....


a realistic approach using voronis......for some reason I cant get Volker's surfacing technique get to work....I must have forgotten it.....

anyway...ignore the surfacing.....
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

rcallicotte

The surfacing is fine.  The green is an offish color (depending on the context)...maybe.  Anyway, I like what you've done here.
So this is Disney World.  Can we live here?

Kevin F

Quote from: dhavalmistry on October 26, 2007, 12:21:35 PM
Here are my 2 cents....


a realistic approach using voronis......for some reason I cant get Volker's surfacing technique get to work....I must have forgotten it.....

anyway...ignore the surfacing.....

great dense jungle!
Kevin.

Volker Harun

Mistry, your voronoi works good here. As wished, I ignore the surface ;D :) ;D

dhavalmistry

more......I call it Grey Matters!!!
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"