DNW Beauty - Final Version

Started by FrankB, April 30, 2009, 11:32:24 AM

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reck

Quote from: RArcher on April 30, 2009, 05:19:28 PM
Reck:  I can't see any reason why you would lower the AA to anything less than 3.  If you have the full version I would suggest that an AA of 6 would be a typical minimum to use on any scene.  Generally when it comes to vegetation the more AA the better it will look unless you are going for a certain look.

Sorry my mistake, AA was set to 5, not 0.5.

Mohawk20

I think I know what went wrong here...

The image mask seems to let a little bit of white edge of the leaf texture show. That combined with what I presume is standard specularity of 1? (I noticed it on the edges of the leaves of Franks render) will result in bright white spots, in your case enhanced with AA bloom I think.

Try what happens if you turn off the specularity entirely...
Howgh!

cyphyr

#17
As a rule I always make the white area of the masked leaf image  the same colours as the rest of the leaf as in the image below. This "hides" any miss matching of the mask.
:)
richard
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FrankB

thank you for the comments, all :)

It seems you are interested in the render settings. Here they come:
- detail 0.9
- GI 2/2, GI Blur 2, GI Detail = on
- AA 12, AA Mitchell-Netravali, AA Bloom = on
- Soft shadows, default values
- population quality = very high

@ Mohawk: I think you are mistaken. I had removed a few layers of fake stones for  the DOF mask render. This has lowered the terrain of course, so the plants were all rendered a bit lower too. Hence, the DOF mask would not fit perfectly. I have re-rendered the DOF mask now. Will apply it probably tomorrow.

@ Walli: Do you have more super high quality models like this? I would *love* to do more close up and macro renders, if only the models I have were more detailed. None of the xfrog ground cover models I have tried yet have that level of detail in leaf texture and displacement. Same for the trees with braod leaves... they all look so flat and CG from close up.

Cheers,
Frank

Walli

Quote from: cyphyr on April 30, 2009, 07:05:25 PM
As a rule I always make the white area of the masked leaf image  the same colours as the rest of the leaf as in the image below. This "hides" any miss matching of the mask.
:)
richard

sorry, but thats wrong. If a renderer supports premultiplied alpha, then there´s no issue. Its really bad to try to hide egdes with "same color technique" as for many textures this can´t work well. BUT: its a very old model and I am going to check the alpha channel, as I might have done something wrong back then.

Walli

Its like I assumed, the texture has been made in my pre-premultiplied time ;-)
I replaced the zip with a new texture.

Tangled-Universe

Cool image Frank, this reminds me of one of Saurav's works (the Guave plant).
Looking forward to see the new DOF being applied.

Regarding the alpha-channels: when I'm not sure if the alpha channel is ok I always select the white part, shrink it by 1 or 2 pixels and then I apply the mask to the diffuse color map. Then I save and use them both separately, never have troubles then.

Martin

FrankB

I don't even know what you are talking about with the alpha mask shining through or something :D

Really, I have no clue what you're seeing there.

Cheers,
Frank

FrankB

Just added the final version to the first post - check it out. The DOF mask sits well now.

Cheers,
Frank

reck

Quote from: Walli on May 01, 2009, 03:51:36 AM
Its like I assumed, the texture has been made in my pre-premultiplied time ;-)
I replaced the zip with a new texture.

Thanks Walli, just rendered with the new model and the white bits have gone now.

Walli


choronr

Agree with buzzzzz, this is great work.

Saurav

The new version is looking great.

Klas

#28
The DNW flower with displacement   ;D
I created the displacement image with Shadermap Pro.
Also included in the zip file is an opacity image.

/edit: The displacement multiplier is set to -0.03843

Mohawk20

Ahhh, that's what I was missing. It's perfect now!
Howgh!