My voronoi landscape

Started by Henry Blewer, August 13, 2009, 05:18:11 AM

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Henry Blewer

I hid everything under Walli's grass and pines. I also used one of Mr.Lamppost's bushes. I am doing a plain render which I'll post later with the tgd file.

http://farm4.static.flickr.com/3442/3816993012_1ca4b585d6_o.jpg
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Henry Blewer

Here is the 'naked' version. I am including the tgd file.

http://farm3.static.flickr.com/2595/3818352892_c290f19cdd_o.jpg
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Seth

what is your detail and atmo sample settings ?
a less grainy render might be a good idea ;)

Henry Blewer

I had the atmosphere samples cranked up to 128. The render settings GI detail and samples at 3. The detail set to 0.975 (or close to that)
I have been getting grainy renders often lately. I am not that concerned yet. I should be able to get the full version at the months end. (I hope) More pixels may alleviate the graininess.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

rcallicotte

Less grainy would look pretty sweet along with using some Background lighting techniques with Environment settings to make it pop.
So this is Disney World.  Can we live here?

Henry Blewer

I did use the default ambient occlusion.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

matrix2003

#6
Thanks for sharing your file.  Been playing with the voronoi clip all week.

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-MATRIX2003-      ·DHV·  ....·´¯`*
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Henry Blewer

Here is another one. I tried a few different things. The clouds are both alto types at the same altitude, but with different desities and edge sharpness. I think the puffy ones are too edge sharpened.
I used two distribution shaders for the trees and grasses. That's how I did the clustering. I also used a distribution shader to mask the displacements. They are altitude constrained and confined to lateral displacements. A voronoi diff function was used to achieve the layering. The rock ledges are a merged fake stone shader merged into the voronoi function.

http://farm3.static.flickr.com/2444/3826941838_658247ac54_o.jpg

I'll post the tgd when I have made some refinements. I am not entirely happy with this one yet.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

FrankB

looks interesting! Too bad that you can't render bigger.

Something unrelated: your lighting. It is usually too flat. Try to add contrast when much sky is showing and also increase the exposure.

Cheers,
Frank

domdib

The terrain looks interesting.

Henry Blewer

It's hard to get the color/lighting right on this monitor. It's now quite old. The contrast ratio is 1000:1. I'll put the tests up on the television. It does color better.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Henry Blewer

Here is a close up of the last image. I moved the camera onto one of the ledges on the left side. The camera looks up to the top of the cliff.

http://farm4.static.flickr.com/3476/3830799332_2a3d7602bb_o.jpg

Here's the tgd file
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Volker Harun

I really like the terrains of the last two renders.

Thelby

The terrain has super displacement, wheather you did it through nodes or displacement shader, it really Rocks!!!

Oshyan

I think the problem is, because you're not registered, you render smaller and then upscale in an image editor. This looks almost universally bad. The scenes themselves look good though. Honestly I'd rather see the originals, without the upsampling. We can always zoom in if we want to see it artificially larger than you were able to make it. ;)

- Oshyan