Image map and raised bog

Started by Dune, November 10, 2022, 03:04:30 AM

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Dune

Two recent renders. Sorry about the lines and watermark, but without I couldn't post them, and I do want to encourage users, and show possibilities.
The raised bog is a Bronze Age scene, where the type of vegetation is very specific (input/feedback by several scientists), so the sphagnum and all other species need to be correct. The sphagnum is just color and subtle displacement, btw. With the reddish colors needing to be at the 'higher' levels. You're looking along a fringe of very wet black alder/pine forest, behind it some remaining old oaks. To the right distance an immense spread of raised bog.

The other render began as a test of a photo I took at our heathland. I made a tile, a bumpmap and it seemed the photo was too light, almost seemed frosted. So I added some remaining snow (displacement intersection), and added frost to the objects. They're following a wounded animal (deer I think, by the footsteps). I was surprised how well the simple image map (circled area) came out.

mhaze

Works really well. I've played with them in the past but never with such a good result.

sboerner

Like the second one, especially. Are the snow clumps made of fake stone shaders?

pclavett

Both very nice images and works ! Love the second one best..... awesome snow with the tracks on the left side ! I have never been totally clear as to the Intersect Underlying function and this despite reading the documentation several times ! A few times just checking it on makes the whole world flat and have no idea why ! Will have to work further on that !

masonspappy

I also like really like the second picture. Very realistic.

pixelpusher636

Are you telling me you took a photo of the ground and created this circled section from the color photo followed by a displacement map you made from the color photo? Damn, that really is surprisingly realistic. If this is what you are describing, what type of displacement amount did you add to this?
I enjoyed both images, and thank you for sharing!
The more I use Terragen, the more I realize the world is not so small.

Dune

Thanks, guys. I like the second one better too, but the first was a commission that needed to show certain archaeobotanic things, so this POV was the only one possible really.

The photo I took was from a piece of ground with quite flattened grass, moss and stuff, so nothing really higher than a few centimeters. Poor sandy heathland soil. From a tile of 2x2m I made a bumpmap in Pixplant, which took only 1cm of displacement in the image map shader in TG. I guess the greyscale of the leaves and raised parts also played a role in the realism. If you have dark leaves over light soil, it would have been far more complex. Which is why it's actually a bit of a cheat to make bumpmaps from photo's. You really need the photogrammic method.
Mind you, there's one object of heath in middle foreground, and one branch object. Rest is photo. The course snow remains are additional PF masked, with a bit of distort by normal, and a slope restraint.

The snow clumps are indeed 2 small fake stones, the prints voronoi billows 1 octave unclamped color followed by a smooth step, and then of course some minus displacement.

For the displacement intersection I used a 1.5m patch in the compute terrain and set intersection zone to 0.02 or 0.01, shift to -1 (I think, but maybe far less). The terrain patch decides the largeness of the snow remains. If set to 20, it would probably be all snow, or not at all. To make the snow softer, I used an initial terrain PF with 10cm as smallest size before compute, and later added an extra PF (after compute) with tiny detail, which would then be smoothed out in the snowy areas of course.

So, there you go.

Hannes

Wow, I prefer the second one as well! The mix of image map and procedural is excellent!

sboerner

Nicely done, Ulco. Thanks for giving us a glimpse of some of the techniques you used for the second image. I too have struggled with intersect underlying and just recently figured out that very tiny values are needed when working with foregrounds. Makes sense but it can take a lot of trial and error with so few practical examples to learn from. You've just provided a great one. Other details are of interest, too.

Definitely will take a peek at Pixplant.

pixelpusher636

Indeed Dune! Thanks for the breakdown, true mastery of TG!
The more I use Terragen, the more I realize the world is not so small.