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dry mud ground_*New renders*
dry mud ground_*New renders*
Started by ndeewolfwood, December 21, 2009, 06:01:22 AM
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Oshyan
Former Staff
Posts: 13,674
Holy snagging ducks!
Location: Outland, CA, USA
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Re: dry mud ground
#15
December 21, 2009, 08:59:20 PM
Quote
render quality at 6.5 or 7
Did you really have Quality set this high? It seems unnecessary. It would also be interesting to see what Antialiasing Filter you used. Very nice results though.
- Oshyan
choronr
1k+ Member
Posts: 4,574
Location: Phoenix, Arizona
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Re: dry mud ground
#16
December 22, 2009, 12:15:39 AM
Results are super photo realistic.
Linda McCarthy
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Posts: 190
Leave me alone, or I'll hit you with my purse!
Location: San Diego, CA, USA
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Re: dry mud ground
#17
December 22, 2009, 12:59:29 AM
Very realistic. Great result! Linda
ndeewolfwood
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Posts: 246
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Re: dry mud ground
#18
December 22, 2009, 01:59:06 AM
this the narrow cubic antialiasig filter.
i did a quick crop render at .5 quality with aliasing on 5. quality looks very close from the first render but render time drop a lot. i really have to read the new render setting recommandation...
http://www.spyrogif.tumblr.com
Hannes
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Posts: 6,641
Location: Germany
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Re: dry mud ground
#19
December 22, 2009, 03:17:05 AM
Fantastic!
Zairyn Arsyn
1k+ Member
Posts: 2,875
I am the naked Coal.
Location: North Florida
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Re: dry mud ground
#20
December 22, 2009, 10:18:06 AM
its practically the real thing...
i can almost smell the dirt...
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ndeewolfwood
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Posts: 246
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Re: dry mud ground
#21
December 22, 2009, 11:10:18 AM
some other shots...here we fell a kind of "stamping" effect (the rocks with the dead branch appears to many time)...my population is not so cool finally. I need to plug some power fractal and surface shader to my population to prevent some really strange object balance. It's looks like an almost zero gravity world....
Maybe i need to plug a different "sit on terrain" shader....something not at the end of my network to mix the object and the ground in a better way.
http://www.spyrogif.tumblr.com
Tangled-Universe
Terrevangelist
Posts: 6,620
Location: Netherlands
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Re: dry mud ground_*New renders*
#22
December 22, 2009, 05:44:41 PM
Neat looking images
To avoid "zero gravity" effects you can choose to offset the population. Set the translate for y-axis to -0.05m for example. This way you can "sink" the objects for 0.05m.
Make sure you do this in the object reader and not the populator.
Martin
My Artstation portfolio
ndeewolfwood
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Posts: 246
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Re: dry mud ground_*New renders*
#23
December 22, 2009, 06:00:55 PM
good trick !
thanks i will try this !
http://www.spyrogif.tumblr.com
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