SinThesis

Started by pfrancke, September 12, 2009, 12:59:20 AM

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pfrancke

Once APun a time there was this TG2 community that shared information and made product available for like real cheap and this incredible toy was played with.  This DandelO fellow provided technology that let a beginner lay out colorful texture in a bright realistic way where others thought only stones could exist.  And another fellow, this Glen dude showed how Voronois could be fractured.  Meanwhile, a Walli guy was making bushes and beautiful they are.  Except the beginner had trouble getting a population to show up.  Turns out all he had to do was reference Planet instead of Planet 01, but such is the learning process.  The DandelO nodes were expanded a little, like this Volker guy said that sometimes pumping data in luminous looks nice, and the base nodes were SO easy to add another surface and fake stone to...  And then the beginner saw this FrankB note about farmlands and he decided that the Walli world bushes might benefit from landing in an inverse distribution as provided by the same Voronoi that helped the landscape look more realistic.  This of course let to the re-discovery of the Color Adjust shader to increase the contrast between light and dark of that the Voronoi Warp was doing.  Anyway, the beginner also remembered reading a Volker hint that suggested that sometimes textures would be more interesting if a black light was applied.  So, the beginner's theory was that perhaps a brighter primary light and a black light coming from almost the same place might produce softer and interesting shadows.  But his eyes couldn't tell if this was really so.  And then the beginner said "let there be Render" and an hour and ten minutes later, he did a shameless posting of the works provided by the real gods.  And the last words heard as he was drug into the underpits of pain was "I invoked the names, I did, that made it ok - didn't it? -- please don't hurt me!"

Oshyan

Hehe, cute description. I love the fuzzy foreground. Oddly enough it reminds me of the puffy/fuzzy stuff they often use in dioramas or model railroads to simulate grass or bushes: http://www.thedctraveler.com/wp-content/uploads/2007/07/model-railroad-2.jpg (yes, that's a model).

- Oshyan

Volker Harun

Hi Piet,

good story ... I had a good laugh.
I like that mossy, fluffy look in the foreground and the breakup due to the voronoi.
About that negative luminosity, I am rendering for you a small example ... will upload it in few hours, when I am back in the discussion area.

Henry Blewer

It is so cool seeing things come together into fine landscapes. You have learned well. Now comes the hard part. But I think you'll make it seem easy.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

dandelO

Very nice, Pfrancke! I'll need to have a look at Glen's Voronoi, once I've finished my own, this looks very nice.

I like the story and this is the first time I've seen the grass rendered by someone else, so far. How did you find the render time, I'm a little confused as to why Falcon is having such a hard(long) time rendering with this grass file? It's really very quick for me.

p.s. I love the patchy colours you have chosen. :)

pfrancke

dandelO, it is razor blade sharp and cuts as fast.  The only thing that I can think of about Falcon's slower render is something that I myself have given many hours away to.  Once, thinking that I'd speed a render up, I changed the quality from 1 to .6, but I forgot to put the dot in...  Glen's Voronoi has much in common with your work in that while doing complex things, it expressed itself in the simplest terms, and all the points of control were wonderful and obvious.

pfrancke

Tried to improve it, but it was frustrating.  I stretched the clouds (a mistake I think), thinned the atmo, (also a mistake), tried to put in fog, but that didn't work so I pulled it back.  Added Mandrake's moon.  I lowered the sun, but I think it robbed too much light - I like the look of the middle, the foreground became too harsh (so I blurred it a little in PP).  With the different lighting, the green was too saturated, so in PP I reduced green and increased yellow and blue a little.  Lighting is where I usually lose it..

Henry Blewer

I have stretched clouds in many of my renders. I found that doing a quick render to check the clouds long direction gives me an idea of how. For alien cirrus, I use extreme stretching, giving nice bands. When I am doing something terrestrial, I keep the value between 1 and 1.5, in the direction of the long 'axis'.
When the sun gets closer to the horizon, I increase the Global Illumination or the Ambient Occlusion. I do not know how to do this well enough to be more specific. I do very small, 320 x 200 renders to test the settings. If they seem okay, I go ahead and do a full render.
Some here change the exposure of the camera. It's very easy to make too much exposure; save the project before trying this.
Hope this helps. I do like the red in the second image. Your post work is good.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Henry Blewer

Pfrancke, have you done anything more in XenoDream?
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

pfrancke

No, but I've been working on improving the hunger image - I am in a bad mood today and plan to post it to RO with the comment "Mhalthrob Quattorus drifts in hunger wating for a savage butterfly poser doll to fall from the tower Impure".

Also, Volker's recent negative lum image is driving me crazy.  I've tried numerous wild changes with no luck whatsoever - I am convinced however that the proper approach is to test the nodes in their simplest cleanest forms against a globe.  At least I've picked that up.

Henry Blewer

Volker's functions are like eastern European Easter eggs. The masked colors build into the whole. Unless you know the technique, it's a puzzle.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Volker Harun

Piet, I have put this luminosity-thing into a seperate thread, as I doubt that it will make a change to your render. It is more interesting for closeup surfaces ;)
It may add some interesting touch to your 'hunger', though :)