My First WIP

Started by Yoda Almighty, June 30, 2008, 07:04:28 AM

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Yoda Almighty

This is my first WIP. it is only a quick render, at full quality. (render still took 7 and a half hours :P) I am not going to do the final render until until I am absolutely positive it is perfect.

well, here it is folks.  ;D


what do you think?

all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade


neuspadrin

if this is with TG2, id suggest replacing those green areas with actual grass/trees, unless thats the plan already.  give a dig through the file section of the forums, theres some great vegetation in there. 

I like the tip of the main mountain, it has a awesome curve in it.  the ridges near it though could use a little something, it looks like a rake just went through and carved some cliffs and left ridges exactly perfect. 

PG

Yeah I agree with neuspadrin about the vegetation. and maybe add a heightfield erode node to the terrain network. Maybe punch up the clouds a bit by increasing the depth to 1500 and the density to 1.3 I think these are altocumulus too. give Cumulus a try.
All this'll only apply if you have TG2 of course but you said you did it in quick render and it took 7 and a half hours so for a render like this I assume it's TG2.
Figured out how to do clicky signatures

Yoda Almighty

yes, this is with TG2.

yes the plan was to use real trees, and I did, they just didn't show up in the render.  :-\  I need to practice with populations a bit more, I guess.

as for the height field erode node, I will give it a try, but my grasp of the nude system is a little shaky.

But I'll try  ;D
all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade

neuspadrin

You might've moved the wrong thing, or forgot to move the population completely.

When you import a population, it actually imports 2 objects, one instance of the object at 0,0, and the population of 1000x1000 centered at 0,0. 

Don't ever move the single instance at 0,0, keep it there.  Always move the population area, making it wider/positioned wherever you want.  When looking at 3d preview it can be hard to select the right one when first imported because its both are at 0,0.  Simple way to change this (and to know what to move around):

Creating a new population instance and moving it properly:

  • On objects area, Add Object --> Population --> (Whichever type)
  • Now (on a default scene assuming you've done nothing else in it yet), you should now see /Background, /Planet 0, and two others.  The first will say something like /Pop Grass clump 01 (or whatever object you imported or used).  The second will be nearly the same, with a little extra.  Ex. /Pop Grass clump 01/Grass clum.
  • The first object shown in that pane is the actual population, which is where you should change/move/etc the population.  the other is the single instance that you shouldn't really mess with ever. 
  • To find which you should actually mess with for sure, make sure the current camera view can see the 0,0 position (don't have to save it as render camera, just need to see at least temporarily.
  • Now, with the population part selected, look down at the Distribution tab for it, and notice the Area centre.  It should be 0,0,0.
  • Change the center from that to 100,0,100.  You should now see the population easier and be able to select it easier.  Now simply move its center to where you want visually with the arrows, or you can type exact coordinates in if you know where you want everything. 
If you want to try Erode, go to the Terrain part, select your heightfield shader, and click Add Operator and choose erode.  Play with the erode settings and then hit erode now to see the results.  As a side note: erode is one of the slower heightfield operators ive played with. 

Yoda Almighty

#6
ok! thanks for that explanation, it is a lot clearer now.

it should automatically set on the terrain, right?

EDIT: I have the 15 free plant objects from xFrog you can get with the original donload, just so you know.  ;)
all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade

neuspadrin

Those are some decent objects, but i really suggest going through the file section of the forums, some people (like lightning) have given out some very amazing models.

But yes, it should automatically sit on the terrain wherever you place the object population area.  I believe thats why you CANT move the individual object that loads.  By moving that i believe it moves all the other objects by that, which can cause things to be offset my massive ammounts etc.  Not sure on that thought.  I just know what works and thats how i do it ;).


Yoda Almighty

well, I did some test renders last night, (if I lower the detail to really low, it takes 10 minutes max.) and I think I have it figured out. thanks for the tutorial. I will look through it and see what I can learn.

I also tried adding Erode Node to the terrain, but it had no visible difference. which node do you attach the Erode node to?
all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade

inkydigit

Quote from: Yoda Almighty on July 01, 2008, 07:05:31 AM
well, I did some test renders last night, (if I lower the detail to really low, it takes 10 minutes max.) and I think I have it figured out. thanks for the tutorial. I will look through it and see what I can learn.

I also tried adding Erode Node to the terrain, but it had no visible difference. which node do you attach the Erode node to?
in the terrain 'window' 'add function'....

Yoda Almighty

I mean, I know haw to create it, but which existing node should I attach it too? and which input area?
all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade

PG

Just before the Compute Terrain node
Figured out how to do clicky signatures

Matt

#13
Yoda, I think you're using the Alpine Fractal, whereas PG's suggestion to use a Heightfield Erode probably assumes you were using a heightfield for your terrain. The Heightfield Erode is a heightfield operator which takes another heightfield or heightfield operator (green nodes) as its input. If your terrain were a heightfield, clicking Add Operator -> Heightfield Erode would have automatically connected the Heightfield Erode after the Heightfield Generate or Heightfield Load node.

It is possible to convert your procedural terrain into a heightfield so that you can run hf operators on it, but it's sometimes a bit tricky to get it to cover the area you want. Basically you would replace your procedural terrain (in this case the Alpine Fractal and whatever other displacement shaders you want to include) with a Heightfield Shader that uses a heightfield generated from your procedural terrain. The heightfield can either be generated in situ or saved as a .ter and then loaded in. Generating a heightfield from a procedural terrain is explained here:

http://forums.planetside.co.uk/index.php?topic=894.msg8533#msg8533

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Yoda Almighty

well, I figured out how to use the populations...



but on reflection, I think thats a few too many trees  ;D

I guess a spacing of 100 isn't enough...
all music instruments are ridiculously expensive to repair, with the possible exception of the triangle.

Terry Pratchet, Masqurade