Genesee Lighthouse

Started by sboerner, November 11, 2022, 10:58:42 AM

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sboerner

Ah, okay. That was meant as a suggestion! Probably not as clearly expressed as it could have been. But your techniques work very well already. Besides, the deep space starfields are Earth-based. I suspect your scenes are probably based . . . somewhere else. ;D

I'm sure you are right about V2 vs. V3 clouds, generally speaking. Gradually working my way up the complexity chain . . . I'm very comfortable with V2 clouds now, so it's probably time to "graduate" to V3 for atmospheric clouds.

Dune

Well, I'm glad you changed the clouds and snow; it's perfect now! Totally agree with Hannes.

I guess you used a cloud for the smoke as well? For some of my renders I just paint in the smoke afterwards, because that's faster then setting up the perfect smoke cloud, which is often difficult for close by particles. I think I would paint in just a tad more dense smoke just over the chimney, but I really like the dissipating smoke now.

Quote from: sboerner on November 22, 2022, 01:12:59 PMThe resulting shapes are much different
Maybe because that's because v3 are automatically set to move fractal with cloud (or something). I had that too, but changed that and the results were similar, at least the shapes were. I also use a SSS mask sometimes to burn a hole in the cloud, but that doesn't work with deafult v3 either, you have to uncheck 'move with...'.

masonspappy

Overall, I like it.  Great idea for a holiday card

sboerner


Final tweaks to the smoke column. I like the way this one curls back to the lighthouse tower. 

QuoteOverall, I like it.  Great idea for a holiday card
Thanks! 

QuoteI guess you used a cloud for the smoke as well? For some of my renders I just paint in the smoke afterwards, because that's faster then setting up the perfect smoke cloud, which is often difficult for close by particles. I think I would paint in just a tad more dense smoke just over the chimney, but I really like the dissipating smoke now.
Ah, of course. The secret Photoshop shader. :D  Seriously, though, that makes sense. Can't tell you how many hours I spent clicking the random seed button and tweaking the results. (Serious question: If there are only 256/512 unique seeds, would it make more sense to just start with a seed of zero and increment from there? Rather than selecting "random"?) 

QuoteMaybe because that's because v3 are automatically set to move fractal with cloud (or something). I had that too, but changed that and the results were similar, at least the shapes were. I also use a SSS mask sometimes to burn a hole in the cloud, but that doesn't work with deafult v3 either, you have to uncheck 'move with...'.
I will look into that -- you might be right. I was using local V2 clouds with "move with" unticked. If that is selected by default for V3 that might explain it.

For the chimney smoke I like to work with "move with" selected. That way the shape won't change as you adjust the position of the smoke. The only problem is that this will break any camera-projected mask added to the "final density" network (to block out errant puffs of smoke, or the smoke below the chimney, for example). "Move with" needs to be disabled for that to work.

pixelpusher636

The more I use Terragen, the more I realize the world is not so small.