Some Water Today?

Started by choronr, September 15, 2009, 01:16:26 AM

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RArcher

That is really interesting Franck. I would have thought by your renders that you were at real scale!  I always use actual scale in my images as I find it easier to think in terms of real scale when laying out tree spacing and working with the power fractals etc.  Easier to keep everything relative to each other for me anyway.

FrankB

agree with Ryan here :)

Bob had an issue with long population times for the grass *because* of not using real world spacing for a real world size grass clump ;)

But also, Bob, I noticed that your grass population did not sit on the last shader of the surface chain. Your fake stone bed layer is actually *drowning* your grass population in most places. This is why in only a very few instances are showing up in very few places, which you had to find by samling the area with tiny spaciing.

However, once again to Ryan's point, when I need to bring a lot of scene elements into proportion, I find I have to have them all related to one understanding of size. If you make grass clumps that are 10 m tall, and that's the only element you have, that's fine. Now if you add trees, you will have to manually change their sizes to be like 20 times taller than the grasses. Or 22 times? Or 27 times? This is unnecessary work. If you had your grass at default scale (and Walli's vegetation is always scaled correctly, and xfrog's too), You would just have to drop in the default size trees, without any further scale adjustments. Also, any other objects you might integrate, you just have to throw them in. Saves you a lot of test renders to check the relative sizes.

For the camera, the big size scales don't give any benefit. If you want to have your camera sit in between the grass blades, you can position them there regardless of the size of grasses. The render will look the same. It really doesn't matter for the horizon too, unless you make 1000m size grass. ;D

But I realize, everyone has their workflow that works for them, so I reckon all I wrote here was futile anyway ;D

Frank

choronr

Very well explained Frank. Depending where the camera sets (for close to the ground), lets say I envision a bush in the foreground in the lower right corner - then, this sets my scale for all the rest of the elements, be they rocks, grasses trees; whatever. I usually do many cropped renders and some final tweaking to get everything to look well in proportion to one another.

As for the existing grass population on the current project here, I've connected a compute terrain to the last shader per Walli's suggestion; however now, it takes damn near an hour to populate - and, I'm still not getting full coverage of grass per the painted shader work I did. I think I will disable the compute terrain and see what happens. Since I followed Ryan's suggestion of correcting the issue of not getting and XYZ numbers in the lower part of the preview window, maybe now I'll get better grass coverage ...we'll see tomorrow. Its getting late and I'm going to hit the hay.

Bob

Seth

Quote from: FrankB on September 17, 2009, 02:26:02 AM
The render will look the same.


no it won't :)
if your camera is higher, your light and atmo are different looking.

choronr

Here is the final render. Modifications included lowering the sun's altitude; added more redness to the clouds and haze; and, resized some of the bushes. I tried reseeding the cloud pattern; but, I felt the original looked the best. Ryan's suggestion to use the "["or "]" for getting XYZ coordinate number readings worked beautifully.  Additionally, through Frank's suggestions, I made some adjustments to the stone bed wherein they appear more prominent. One of the Hero rocks now has a different image texture map. As I said earlier, all bushes are single objects – no populations are used.

My only regret is that I couldn't get one of Walli's wild grass models to appear as a population. When doing so (using the Painted shader), I had to reduce the plant spacing to .013 in order to get 63 of them to appear on the mask. Even then, plants only appeared on 20% of the mask. Also, it took over an hour for the populator to scan the 1000 x 1000 area. I tried doing a render of them at received many error messages – and, the render crashed. I'll be trying Walli's grasses in another scene in my next project.

Thanks to all of you out there who offered their help with suggestions.

Bob

Henry Blewer

I think it came out very well. It is worth all the work. I have noticed the populater has a few flukes also. I stopped using a surface shader as the blending shader because of this. Now I only use the distribution shader.
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