WIP'ing on farmland #3

Started by FrankB, September 08, 2009, 11:58:33 am

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choronr

Looking good Frank, I see some good innovations coming here.

Walli

exactly and probably some places where you simply donĀ“t have farmland, at least towards the back

Henry Blewer

I was thinking about this one at work. It would look more real if some of the plots were pasture and/or wood lots.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

FrankB

agree. there's a lot to improve, and you're mentioning one of these aspects.

The quicker way of course is to make everything work with painted masks, but there's not much interesting challenge in that (for me), other than that it's a whole lot of work. As you can see from Dune's excellent renders, the manual technique can bear pretty results.
I'm interested in making a procedural farmland, but I wonder why I'm so stupid to even try in the first place ;-)

I remember that a long while ago, JimB made an awesome but very short animation with the camera flying down, through clouds, towards a farmland-like 3D surface, which he derived from a high resolution aerial photo through a pretty work-intensive process. The visual impression was fantastic, though.

Anyway, I'm drifting. I'll try to make something procedural, that is acceptable for high altitude shots.

Cheers,
Frank

domdib

Didn't Hetzen do some procedural fields in his NWDA entry?

goldfarb

nice!
it's really coming along.
--
Michael Goldfarb | Senior Technical Director | SideFX | Toronto | Canada

FrankB

Quote from: domdib on September 09, 2009, 10:07:58 am
Didn't Hetzen do some procedural fields in his NWDA entry?


Not sure, but it seemed so.

old_blaggard

I think that this is a great experiment and that it's doing very well!

One critique that I have has to do with the shape of the field patches. Here in the US, we typically have our fields in very regular rectangles or even squares. I noticed that when I was living in France, the individual fields there, while varying in size and forming a more irregular patchwork as a whole, tended to be rectangular as well. For example: http://maps.google.com/?ie=UTF8&ll=49.28074,2.157269&spn=0.035443,0.051928&t=h&z=14

I haven't spent enough time looking at German fields to know if it's the same there as in France, but I would expect so.

Anyways, just my two cents. From what I can gleam from the conversation so far, it looks like you would only have to tweak the input noise of your network instead of redoing the entire thing to get this effect.
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

FrankB

similar in Germany, indeed. This for example is farmland near Munich.

http://maps.google.com/maps?f=q&source=s_q&hl=de&geocode=&q=hallbergmoos&sll=49.28263,2.157183&sspn=0.006089,0.01929&ie=UTF8&ll=48.287933,11.954412&spn=0.024843,0.077162&t=h&z=14&iwloc=A

Most fields are rectangular, but not right-angled in many cases. So the overall impression is pretty irregular. It seems to me that the best approximation of this would be a voronoi network where the cells are filled with rectangles. I've tried this, but the rectangles are too regular. You see the CG origin instantly. What I need to figure out now is how to create rectangular fields that are not all right-angled.
I have no idea yet how to do that with TG2.

Cheers,
Frank


goldfarb

Quotevoronoi network where the cells are filled with rectangles. I've tried this, but the rectangles are too regular.


you could try pushing some noise through after the voronoi...just to shove things around a bit....

?
--
Michael Goldfarb | Senior Technical Director | SideFX | Toronto | Canada

FrankB

that was my thought as well, but it didn't work. Most probably I have overlooked something, but I'm blind to my network now. I need to sleep over it and it will probably occur to me tomorrow :)

Volker Harun

The voronoi should be the correct way ...
Does the image of Reply #15 has the shapes you are looking for? http://forums.planetside.co.uk/index.php?topic=2616.msg26216#msg26216

There ar a few ways to get more rectangular shapes out of those nasty little voronoises ;)

FrankB

an update, still in progress, but another step ahead I reckon.
Now I will try to add some more complexity to the composition: read, details, colors, objects, larger forests, and other stuff to further break the uniformity from the functions.
Another bigger venture will be to add decently realistic villages in the mid to far distance, and maybe a hero farm in the foreground.

damn, I will have to spend a lot of time on this...

Frank

Henry Blewer

It's coming together. I noticed that some of the various fields have the same texture. Adding more noise with the color may work.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Volker Harun

Great progress here ...  

The field could be larger in my opinion .. or the area has to be more hilly for the fields' size.
It might be interesting, to scale up the fields and to use this patchwork to distribute smaller fields ...

Just an idea ...

By the way, I love the depth in this render!