Author Topic: City lights  (Read 8025 times)

Offline bigben

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City lights
« on: November 05, 2007, 09:53:33 PM »
The nerd returns....

My experiment with extracting a city light mask from USGS land cover data worked OK, but the resolution was a little limited.  Started to download the transport layer from the USGS to have a bit of a play. While roads alone don't make up city lights, I worked on the basis that more roads = more lights. Using a combination of layers, blurring images, masking layers and resampling (all pre TG) I came up with this quick test.

This isn't too bad, but some extra masking is needed to dim roads based on the road density. I have some ideas on how to achieve that.... and that will also let me leave more defined roads in built up areas as well. Running a render with some clouds to test some GI settings. Don't hold your breath though... we all know it's going to take a while to render. (detail 1, aa7, GI 2,4, envirolight strength on atmosphere 2.5)

Don't ask me which city it is as I don't know. It's SE of Seattle and on a big'ish river.

Offline dhavalmistry

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Re: City lights
« Reply #1 on: November 05, 2007, 11:03:43 PM »
oh this is real good....I was wondering how will I pursue this.....
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Offline bigben

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Re: City lights
« Reply #2 on: November 05, 2007, 11:13:25 PM »
OK, so it wasn't that painful a wait. Here is the raw render.

Sun altitude -15
The only lighting is the single luminous surface.

While this was a just a quick and dirty test the potential is pretty obvious. Isn't TG's GI cool?   ;D

[edit] Running one last test render with a little tweaking of the cloud and GI settings. TGD is attached. Ignore most of the surfacing and blending... just a quick hack that needs replacing.

Relevant tweaks include:
GI Settings
Increase GI amount in cloud lighting
Envirolight atmosphere settings
Surface luminosity settings
 [/edit]
« Last Edit: November 05, 2007, 11:56:07 PM by bigben »

Offline bigben

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Re: City lights
« Reply #3 on: November 06, 2007, 12:28:23 AM »
Here's a raw sample of the image used here.  Coastal areas are a little awkward in that ferry routes are included in the data and need to be edited out of the image.

Convert it to greyscale before playing.


Offline bigben

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Re: City lights
« Reply #4 on: November 06, 2007, 01:06:07 AM »
The render crashed, but not before I got a look at the city lights detail. GI quality is definitely a key for luminous surfaces. I had increased GI quality to 5 and the city lights looked much better.

Offline sjefen

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Re: City lights
« Reply #5 on: November 06, 2007, 01:08:15 AM »
This is pretty cool bigben.
Don't put faith in bullshit!

Offline rcallicotte

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Re: City lights
« Reply #6 on: November 06, 2007, 02:50:33 AM »
Neat, BB.  I've done some of this sort of thing, but not inside TG2.
So this is Disney World.  Can we live here?

Offline bobbystahr

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Re: City lights
« Reply #7 on: November 06, 2007, 04:14:09 PM »
WOW...I'm gob-smacked...this is like flying over by airliner...great contribution mate.. ...
something borrowed,
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Offline Oshyan

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Re: City lights
« Reply #8 on: November 06, 2007, 06:29:00 PM »
Very, very cool and preliminary results are looking great here Ben. I played with some of this stuff myself at some point a while back but didn't get results nearly this nice. Keep it up!

- Oshyan

Offline bigben

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Re: City lights
« Reply #9 on: November 06, 2007, 10:52:19 PM »
Thanks guys... running a 640x480 render at the moment with all quality settings maxed out just to see what it looks like. Also added a blue fill light with a broad soft shadow at the zenith to start heading towards a moonlit night. 

One thing I'm having a lot of trouble with is getting thick clouds... no matter how ridiculously large I make numbers they're always thin. Any suggestions or do I just keep hitting the random seed until I get something??

Offline cyphyr

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Re: City lights
« Reply #10 on: November 06, 2007, 11:29:03 PM »
Hitting the random seed ain't so bad, you can always move the cloud pattern with a transform shader afterwards to where you want the gaps to be.
Richard
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Sethren

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Re: City lights
« Reply #11 on: November 07, 2007, 01:43:57 AM »
Nice ideas and inspirational so i decided to make some seamless 2048 by 2048 city night maps. Each one of the five represent different distances from an orthographic view. Hopefully these will be of use.

http://www.sendspace.com/file/z38zui

If there are any download issues i apologize as this was the best file hosting service i could find at the moment.

Offline bobbystahr

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Re: City lights
« Reply #12 on: November 07, 2007, 05:53:54 AM »
thanks Sethren...they dl'd fine for me.. ...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Offline rcallicotte

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Re: City lights
« Reply #13 on: November 07, 2007, 03:02:11 PM »
Sethern - How nice!  Thank you.
So this is Disney World.  Can we live here?

Offline Oshyan

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Re: City lights
« Reply #14 on: November 07, 2007, 05:08:22 PM »
Sethren, you can always share interesting TG-related files at http://www.ashundar.com/ with a free account. :)

- Oshyan