Cliff

Started by A4size, August 16, 2009, 03:09:49 AM

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A4size

Quality Level:1 Anti-aliasing:11 Time:31 hours!!(CPU i7 920)
How about that?
From Japan.  / a4size.3dcg@gmail.com
I am afraid I am not good at English.  | Twitter - http://twitter.com/A4sizeCG
CGHUB  | http://a4size.cghub.com/

A4size

From Japan.  / a4size.3dcg@gmail.com
I am afraid I am not good at English.  | Twitter - http://twitter.com/A4sizeCG
CGHUB  | http://a4size.cghub.com/

efflux

Nice choice of colours. I like your cracked up ground surface.

domdib

Convincing strata and overhangs - good work!

Seth

nice colours and pov

FrankB

It rendered so long because your displacements are "broken". This scene should render in no more than 4 hours on your CPU.
I can't tell exactly what is causing this without looking into your node network, but definitely there is something wrong.

Regards,
Frank

Seth

mmmh depends on the atmo sample Frank...
GI detail very high too ?


FrankB

No Franck, that's not what I mean. You can see that part of the terrain are not rendered (upper left for example), and that you have a few "black" cracks here and there. i know this effect when your compute normals are off.

Regards,
Frank

Seth

oh yeah !
the black cracks are common bug now. the power fractal before the compute terrain are still causing problems. maybe that's the point here ?
but i can see the parts of terrain not rendered too.

Tangled-Universe

I think it is due to extreme displacements and compute normals/terrains which are "off".

ra

Very nice displacements!
Mouthwash? We don't need no stinking mouthwash!! [MI2]
See what I see: www.earthlings.com
http://dinjai.deviantart.com

A4size

Is a screenshot of the node list
Reference Data http://forums.planetside.co.uk/index.php?PHPSESSID=98c113242fcdbbc982079c22d6b45d76&topic=1462.0

I sent a message by translation function
From Japan.  / a4size.3dcg@gmail.com
I am afraid I am not good at English.  | Twitter - http://twitter.com/A4sizeCG
CGHUB  | http://a4size.cghub.com/

FrankB

hard to troubleshoot just from the network, but I suggest you put all displacements before the compute terrain node, not after it.
Lateral displacements can be very odd if the displacement is relatively extreme, I don't know if you have any of these.
The distribution shader's altitude and slope constraints before the compute terrain might work based on wrong texture and slope information, should you use these constraint up there.
Slope requires a computed normal, and altitude requires computed texture coordinates (tex coords from xyz).

Frank

Henry Blewer

altitude requires computed texture coordinates (tex coords from xyz).

That could be why I am not getting much height when I am adding displacements. I'll have to look at this function.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

FrankB

it's quite easy to understand once you think about it: in the beginning, the texture of the planet follows the round and smooth sphere. When you distort this shape, the other shaders need to know. They look at the last compute terrain node (or tex coordinates for that matter) to get information about altitude in the texture. If the tex coordinates have not been computed after the displacement, they "think" the planet is still flat.