Triad

Started by choronr, February 13, 2010, 09:20:40 PM

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choronr

Another desert scene ...enjoy.

dandelO

Really cool scene, Bob.

The only small crit' I have is that the background terrain is a little too uniformly coloured.
Other than that, great! I love the stones in this.

choronr

Quote from: dandelO on February 13, 2010, 09:25:05 PM
Really cool scene, Bob.

The only small crit' I have is that the background terrain is a little too uniformly coloured.
Other than that, great! I love the stones in this.
Except for a 'Ladybug' sitting atop a weed, I couldn't pick up any more detail ...sorry ...lol!

Henry Blewer

It's a very good render. With the lighting, it would be hard to get more detail in the distance. I would continue the plant populations into the distance. They seem to end too soon.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

choronr

Quote from: njeneb on February 13, 2010, 10:51:11 PM
It's a very good render. With the lighting, it would be hard to get more detail in the distance. I would continue the plant populations into the distance. They seem to end too soon.
Thanks for visiting. I've had a problem with any far distant populating where anything shows up very good. First, areas 'a' and 'b' must be increased to 10000 x 10000 and still, getting objects to appear is a problem; and, if they do, only a small number of the show up. Populating time is greatly increased; and, the result is poor.

MGebhart

Nice, Bob. The foreground is terrific.

I sometimes get my values 10000 x 10000 however, I use a paint shader to disperse where I want the trees to be. I also set my min and max scale to something like 20 x 28. This gives the trees a nice uneven look in the distance. Of course your values will be different. Part of this kind of rendering allows for a little fudging. You can play with the scale up or down to see what looks good and still get the result you need. For distant trees or plants use a medium to high quality for the populations. Since they are distant the will not require the the time to process if you went higher. At long distances the quality is negligible.

Keep up the good work.

Marc
Marc Gebhart

choronr

Quote from: MGebhart on February 14, 2010, 12:00:44 AM
Nice, Bob. The foreground is terrific.

I sometimes get my values 10000 x 10000 however, I use a paint shader to disperse where I want the trees to be. I also set my min and max scale to something like 20 x 28. This gives the trees a nice uneven look in the distance. Of course your values will be different. Part of this kind of rendering allows for a little fudging. You can play with the scale up or down to see what looks good and still get the result you need. For distant trees or plants use a medium to high quality for the populations. Since they are distant the will not require the the time to process if you went higher. At long distances the quality is negligible.

Keep up the good work.

Marc

Thank you Marc,

I do use the Painted Shader (the only way to go in most cases) for vegetation both distant and close up. For this image regarding distant vegetation, 'a' and 'b' were at 10000 x 10000; and, the plants did not show up at all. That is why I gave up on it. Anything higher that 10000 x 10000 is out of the question. I adjust my plant scales min/max accordingly to suit the terrain/camera holding quality of the plants to medium for distant vegetation.

As TG2 evolves, I'm sure this issue will be improved upon - not only by Planetside, but also from all the great minds that contribute to the forum.

Bob

MGebhart

I was pretty sure I was recommending something you already knew but, I felt I better not assume. Great job.

Marc
Marc Gebhart

Henry Blewer

You're being too strict on the object scales. I would set up a new population. Make the objects sparse. Use low detail. The scale can be larger than the originals for these. Between the low detail and the haze they should look good.

Another idea just occurred to me. Add a plane in the distance, use a painted shader to mask the edges. A reflective shader may do the trick. What I'm thinking of is the heat shimmer that occurs from the higher heated air just above the ground. It would be interesting to try it.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T