Sweet snow

Started by Chinaski, December 30, 2007, 11:16:40 AM

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Chinaski

Hi all,

This is a sweet snow test, render with technology preview version.



Landscape is build with function only (function nodes -> displace -> heightfield).

You can see other renders here (french forum).

;)
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rcallicotte

I like the sky, the lighting, the snow...but the exposed terrain could use a little work.  Just a little.
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old_blaggard

I actually really like the small scale detail in the exposed ground - it's the snow that I feel could use a little more roughness.  This does look quite good, though.
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Saurav

I agree with o_b, the details in the exposed surface are good. For the snow you could add some specular reflectivity and very, very small fake stones/power fractal to rough it up. I like how the snow sits on the terrain.

dhavalmistry

#4
I personally think that the exposed ground doesnt go with the snow and also there should be small patches of snow

although I am very interested in knowing how you did this.....

this is good work!
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Chinaski

#5
(excuse my english please)

Thanks all for replys. :)

Contrasted comments for this image (here and on other forums). Nobody is agree (exposed terrain: good / not good; snow: perfect / not enough roughness / need more important displace / etc.), that's funny, I'm surprised, but, by the way, I don't know how to improve. :D

I just tried to do a scene with strong contrast snow (soft smooth clear) / terrain (dark rough detailed). I think something wrong, but I don't know what. ;)

@ dhavalmistry: Not easy to explain in english. I copy / paste my french explanation, if someone can translate (maybe seth93, please)...

QuoteÀ propos de la neige : La neige hérite directement de la structure du terrain (terrain généré via fonctions, et légèrement lissé au niveau du heightfield). Coté élévation, un simple displace (sans source de blending). Après je travaille autour (sous-couche de neige en anti-blending de toutes les autres surfaces) niveau roche, terre, & caillasse, pour apporter des textures plus fines (qui ne perturberont pas les névés).
Du terrain : Quatre groupes de fonctions, mixés, appliqués à un displace, contraint dans un heightfield (fractal roughness & fractal amount diminués).
Coté surfaces shaders : Quatre fakes noises, deux shaders de teintes (roche / terre), et un shader de dégradé d'altitude. Toutes ces surfaces ont en blending ma sous-couche de neige (en invert brackup ou invert blending, c'est selon). La sur-couche de neige a une valeur de displacement offset importante.

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Seth

hehehe i'll try to do some basic translation 'cuze my english isn't so good ;)

the snow inherit directly from terrain structure (the terrain is generated via functions and smoothed on heightfield). As for the elevation, a simple displacement (without blending). Then i work on it (under layer of snow with anti-blending of all the other layer) rocks, ground and stones to add smaller textures.
For the terrain : 4 groups of functions, mixed and applied to a displacement on a heightfield (with fractal roughness and fractal amount reduced)
surface shaders : 4 fake noises (?), 2 colours shaders (rocks and dust) and a altitude shaded off shader. All those shaders have blending tag on (on the under snow surface) and the upper snow have a great displacement value.


so sorry for the bad translation but it seems that my english don't go so far... (i don't even understand how Chinaski did that tgd so it's difficult to translate what i don't even understand LOL)

j'ai fait de mon mieux Chinaski ;) si ils ont des questions... ils les poseront ;)

Chinaski

#7
Merci. :)

(Aie, je sens qu'on va être mal. Déjà que le Phillo n'a rien compris quand j'ai tenté de lui expliquer en français. :D)
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