Turtle revisited

Started by Kevin F, April 29, 2008, 12:38:15 PM

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Kevin F

Tried this one a year ago but it always crashed 75% through, and I promised myself it would be the first one I'd render with a build that could handle the reflective shader o.k.
7hrs 45min on a two processor machine.
Anyone have any ideas for tracks?
C&C welcome.

rcallicotte

Oooh.  Oooh.  I love this.  But, try a source light really lightly this side of the turtle to fake as ambient light.  The turtle is too dark.
So this is Disney World.  Can we live here?

Mohawk20

Very very nice...

However, the green (seaweed patches?) goes over the stones, without keeping a sense of displacement, gaming the stones look flat like an imagemap under the green...
Howgh!

Seth


Marcos Silveira


Kevin F

Quote from: Mohawk20 on April 29, 2008, 12:50:04 PM
However, the green (seaweed patches?) goes over the stones, without keeping a sense of displacement, gaming the stones look flat like an imagemap under the green...

sorry I don't stand under ya!

Phylloxera

Good idea ! The turtle seems "reported" too sharply compared to the rest of the image !

rcallicotte

Kevin, I think he was pointing out that wherever the moss is it is giving the appearance of flattening the stones under the moss rather than the moss being underneath the stones.  Maybe that's just a matter of where you are placing the moss layer within your node structure.



Quote from: Kevin F on April 29, 2008, 02:37:22 PM
Quote from: Mohawk20 on April 29, 2008, 12:50:04 PM
However, the green (seaweed patches?) goes over the stones, without keeping a sense of displacement, gaming the stones look flat like an imagemap under the green...

sorry I don't stand under ya!
So this is Disney World.  Can we live here?

Kevin F

Quote from: calico on April 29, 2008, 03:33:02 PM
Kevin, I think he was pointing out that wherever the moss is it is giving the appearance of flattening the stones under the moss rather than the moss being underneath the stones.  Maybe that's just a matter of where you are placing the moss layer within your node structure.



Quote from: Kevin F on April 29, 2008, 02:37:22 PM
Quote from: Mohawk20 on April 29, 2008, 12:50:04 PM
However, the green (seaweed patches?) goes over the stones, without keeping a sense of displacement, gaming the stones look flat like an imagemap under the green...

Yeah, but it's meant to be a seaweed layer on top of the stones! I guess it doesn't work then?



Costaud


rcallicotte

I wouldn't say it doesn't work, but it does flatten the stones.  I prefer the moss.  I wonder if there's a way to just mask out the stones where the moss is...

Please understand this is somewhat picky.  It's a beautiful scene.  Is it rendered with the new Alpha?
So this is Disney World.  Can we live here?

Kevin F

Quote from: calico on April 29, 2008, 05:43:28 PM
I wouldn't say it doesn't work, but it does flatten the stones.  I prefer the moss.  I wonder if there's a way to just mask out the stones where the moss is...

Please understand this is somewhat picky.  It's a beautiful scene.  Is it rendered with the new Alpha?

Yeah it's the new alpha.
But where's the moss? it's a beach!!!!

Mohawk20

By moss he means the seaweed...

The stones look 2D under the seaweed, so you should find a way to make them look more 3D.
Howgh!

monks

Hey I remember this one- sweet! You may want to add a trail behind the turtle as well- they do move you know  ;D

monks

bigben

Re the seaweed: I agree that it makes the rocks look flatter. The green seems to cover any reflections? Perhaps you could use the fake stones layer to mask out some of the green on the rocks. Letting some of the rock show through should help to give it more dimension.

The small stones in the foreground have very regular spacing, almost as if they're placed on a grid.

As for a turtle trail... maybe an image map used as a displacement map.
http://tinyurl.com/4eecem should give you some ideas on shaping, although the beach loks a lot firmer in your scene so you wouldn't expect the tracks to be very deep

The reflectivity of the sand could be reduced gradually as it gets higher towards the dry sand, particularly in the distance where the slope increases but the refelectivity stays constant. This would add a bit more to the realism. Not sure about adding some water on the right... it would look good but a realistic water's edge on a beach opens up a whole new can of worms... maybe later  ;)

Still a great image  :)