Semi-procedural Canyon

Started by Tangled-Universe, March 03, 2009, 01:51:05 AM

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moodflow

I really like the crisp hardness of the stone walls.  Very convincing!
http://www.moodflow.com
mood-inspiring images and music

Zylot

These are definitely some of the more convincing rock walls I've seen. 

Tangled-Universe

This is an example of how a canyon could look when using 2 walls with the same displacements applied to them.

The displacements render quite fast.
I have a quad 6600 @ 2.4 GHz and 8GB RAM (the latter is not THAT important in speed).
This scene is rendered @ detail 0.9, AA 8, GI 3/3 and with 96 atmospheric samples.
The water also has subsurface volumetrics, though I don't know how much this add to rendertimes.

So, you guys guess: what was the rendertime? ;)

Martin

MacGyver

What you wish to kindle in others must burn within yourself. - Augustine

folder


Tangled-Universe


MacGyver

Quote from: Tangled-Universe on March 04, 2009, 02:51:58 PM
I wish ;D

MacGyver is quite close...

Your specs are quite good so I guessed it would be rather quick ;D
What you wish to kindle in others must burn within yourself. - Augustine

rcallicotte

So this is Disney World.  Can we live here?

Tangled-Universe

4,5 hours :)

Given the complexity of the setup and the water and GI I think this is very fair.

choronr

Very convincing Martin, I can see a lot of possibilities!

rcallicotte

96 samples of atmosphere!  I should have guessed it larger.
So this is Disney World.  Can we live here?

Seth


Oshyan

It looks excellent for the most part, but I can't help noticing the render errors at the cliff top edges. It looks like excessive displacement. Is that something you think you'll be able to resolve?

- Oshyan

Tangled-Universe

Here's another one. I think I made a little mistake with the color at the water's edges...hmmmm...

Quote from: Oshyan on March 05, 2009, 01:12:22 AM
It looks excellent for the most part, but I can't help noticing the render errors at the cliff top edges. It looks like excessive displacement. Is that something you think you'll be able to resolve?

- Oshyan

Thanks Oshyan.
It is excessive in a way that it isn't supposed to be there. The reason is quite simple: the displacements of the redirect shader are abruptly cut off by the max heighth of the canyon.
I should be able to restrict them.

Mohawk20

Are you using a texture based surface? Sometimes the texture on the outcrops looks like it's a piece of paper, cut off with scissors.
Howgh!