Lake Shore 2

Started by mr-miley, January 23, 2008, 11:53:14 AM

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mr-miley

OK Guys, Heres my latest offereing. 23h 18mins to render at quality 1. I did do a bit of colour balancing and touching up of the mist in Corel Photopaint, cause where the mist hit the shore it went very dense?????. Any road up, its meant to be a late evening, just before dark type of shot. I think it came out alright-ish, but if anyone has any ideas etc, let me know.

Ta

Miles
I love the smell of caffine in the morning

dhavalmistry

very very nice...but a little less fog...and more ground cover....
"His blood-terragen level is 99.99%...he is definitely drunk on Terragen!"

rcallicotte

I like this a lot.  I would add just a little more texturing to the mountains above...even some grass would look a lot better there.
So this is Disney World.  Can we live here?

DaveC

did you use volumetric clouds to make the mist?

Seth

good mist and great colours to me

mr-miley

Hi all. Ta for the comments.

Dhav and Calico, the grass does in fact go up to the base of the more vertical cliffs/mountains, it just doesn't show up well in the low light conditions. I agree that some more /better texturing on the cliffs/mountains is necessary. Looked fine in the preview..... ho hum

Dave C... yep, volumetric clouds for the mist. I did notice a strange thing with the mist though. It is at very low density, but where it meets the shore it goes virtually solid. Now I know it would look like this "in the wild" but only from long distance, and the shore in this pic isn't that far away? It just seems to go light mist, light mist, light mist, light mist, SOLID. Strange

Ta

Miles
I love the smell of caffine in the morning

rcallicotte

Maybe some of these woes will be fixed by the next update.  Although, in this case it might just be the population settings or even the distance from camera to the mountains.  Sometimes it's easy to forget the large distances our pictures cover.
So this is Disney World.  Can we live here?

mr-miley

Calico...

Very true. I read a lot more than I post here, and it seems that issues of scale are posing BIG problems to a lot of people. I'm an Illustrator by training and our motto used to be "If it looks right, it is right" and the same goes for Terragen work, especially to do with scale. The problem is that is the scale way larger (or smaller) than you think, you have no reference to start from, which is what is causing a lot of the problems. I am of the opinion that Terragen should have a configuable, non- renderable built in grid lines generator, so you can state that you want 100m (or whatever size you want) grid lines draped over you landscape, to give you a starting point for scale. Then, what do I know  ;D

Miles
I love the smell of caffine in the morning

rcallicotte

Yep.  It's like the planetary renders or the big-@ss territories in other renders.  In reality the field of view might include the size of Texas and it's no wonder we can't see the detail on the grass blades that are over 2 kilometers away.  LOL
So this is Disney World.  Can we live here?

Virex

I'd hate to meat the bugs that dwell in grass that's high enough to see clearly from 2 KMs :D

Anyway, you could try twitching the density down even mors, but that might ruin the hazey look. Alternatively, you can use a distance shader as a mask to reduce the fog further away.