Misty Morning in the Pines

Started by RArcher, June 05, 2009, 09:48:40 AM

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RArcher

Here's just yet another render using Walli's pine trees.

Full size can be found here:

http://www.archer-designs.com/zp/index.php?album=digital-art%2Fterragen-2&image=misty-morning-in-the-pines-high.jpg

Rendered at 0.9 Detail, 12 AA, 2/5 GI, Narrow Cubic - final rendering time was just over 78 hours  :'(

GioMez

Wow! I really like this!
Maybe just a bit to much blue, but still great!

FrankB

A nice render overall. 78 hrs is pretty tough.
You still have grain in the mist, unfortunately. Probably TG2 is not ready yet for scenes like these, in that it is not yet effective rendering these.
Walli's pine trees are put in scene nicely, though, and I like these kind of POVs.

Regards,
Frank

RArcher

Thanks Frank,

You are most likely right.  Something needs to be optimized in the renderer for these types of scenes to be a little more feasible.  the atmosphere was set to 148 samples and still there is the bit of grain in the beams.

MacGyver

That's a coincidence now! These days around, I was looking on how to get beams and with what I learned I saw a looot of grain in the posted pictures - really seems to be a problem with the renderer somehow, even at 512 samples! :-\ Incredible render time, I suppose you didn't even have raytraced shadows activated? That would have killed another 78 hours, I guess ;)

Apart from the things that are not in your hand, it's really a nice picture! :)
What you wish to kindle in others must burn within yourself. - Augustine

domdib

Great image, and shame about the grain (although it's not that bad). Boy, do Walli's pines look good in close-up!

rcallicotte

Beautiful.  I love the overall blue tint.  You've become quite the master and I'm glad you still participate here.
So this is Disney World.  Can we live here?

Seth

agree with calico, the blue atmo gives a nice mood to this render ! nice pov too

Hetzen

Really like this, shows off the models very well, and an interesting area of TG to master, ie the rays and atmosphere.

If I was working on this program, which probably thankfully I'm not, I'd like to suggest a distance fall off setting on atmosphere samples, or even use a distance shader attached to atmosphere quality. I don't think that would be too hard to implement, and would help render times exponentially towards the horizon, there's no need to put quality into distance, you just don't see it.

Oshyan

There already is an "adjust to distance" function in the atmosphere samples. Take a look at the Quality tab of the Atmosphere node...

- Oshyan

Hetzen

Ahh, ok. I've never switched it off. I'd guess it would kill render times otherwise. So Oshyan, how does it work, what is it's fall off in meters? Is it something we can exploit in future?

Oshyan

Honestly I don't know the details. Matt could answer better, but he's quite busy at the moment, so he may not have time to drop by here. The important thing is that it *does* work and it's on by default. ;)

- Oshyan

Henry Blewer

#12
I am constantly amazed with the quality work being done with this program. Your image is really stunning!
The grain can be attributed to dust in the atmosphere. Maybe add some dandelion seeds floating in the wind. Sometimes I find using Blender that you have to use the difficulties as attributes.
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