Hi all !
I just want to inform you that I did a "Making-Of" about my last render "Wildness"... that I posted a few days ago here (http://forums.planetside.co.uk/index.php?topic=5614.0).
I suggest you to take a look, maybe you will find something interesting, like how I achieved the "fake stones" and the atmosphere ;D
I want to thank FrankB that corrected my baaad english :p
click here to read the Making-Of. (http://nwda.webnode.com/news/making-of-wilderness/)
PS : feedback welcome ;)
Looks great Seth, I'll giver her a go.
A tutorial well made and understandable. And, the results are very appealing.
thank you !
i hope some people will try it and post their results... ^^
I'm just glad you don't have that avatar following me all over that tut page. hehe
lol !
Hey...cool! Thanks Seth.
Agree that this is a v clear tutorial. Especially useful on how to make a nice distribution of stones. Should it be stickied?
Awsome tut, giving this a go as we speak, but, the trees for me are an issue, as is any population other than fake stones lol, my system doesnt seem to like it,
still, adding it to my learning !!
Awsome image too
Great tut Seth. Interesting alternative to using the Water Shader on lake.
John
Quote from: schmeerlap on February 03, 2009, 06:32:32 AM
Interesting alternative to using the Water Shader on lake.
???
I'm glad you said it, cause I was scratching my head.
I had one cooking that showed promise but it got an unknown error down by the water this morning, so I rebooted and cropped the bottom. I kept playing with the rock textures, driving me crazy.. The only way I could blend an image map with that powerfractal was to invert and attach to the fakerock blender.
Great tutorial, really makes me want to get out the paint brush, for an erosion or wash out.
Tried my own clouds, and had to tune the Sun way down.
Pretty funny there seth "Big fat sky" ;)
Ok errors and all, here's my first result of your most excellent tutorial seth. Thank You very much!!
http://www.terragen.org/gallery/displayimage.php?pos=-5773
Trying to sneak a foot path into the mix.
Hi Seth,
Thanks for taking the time to make this tutorial, I learned a lot from it and plan to apply it to my future scenes.
Here is my version of it, I pumped up the Bluesky density up to 4 and increased the sunlight strength to 4.5. I want to tweak the trees in the forground, there a little to dark for my taste.
Thanks,
Glen
my image looks very fuzzy after rendering? any suggestions? but great tutorial its very helpful ;D
you should really post your render result here, otherwise it's very difficult to troubleshoot.
Frank
here it is
increase your atmo settings ;)
your's is 16... increase it 48 (it's a start)...
then, i suggest to increase the value of clouds samples too.
when my render will be over i'll check longer your tgd ;)
alright i ll do that. thanks! ;D
you're welcome ^^
ahh... it doesnt seem to work..not much difference... any more suggestions? :(
from the image it seems that the number of atmo samples is still not high enough for this scene. High contrasts in the sky are very demanding with regards to samples.
If rendertime is an issue, you can also try to keep the current # samples and decrease the atmo samples jitter to 0.5. There's a probability of banding when reducing the jitter, but often it doesn't happen. Reducing the jitter helps with reducing the grain, though.
I would bet that yo can safely reduce the jitter to 0.5 wihtou seing banding in this scene.
Cheers,
Frank
you say it doesn't work but i see a big differnece between the first and second render ;)
the last is definitely less grainy. I'll try atmo sample quality = 92 if i were you...
and try to increase the sun power just a little bit.
i think you have free version otherwise you could increase AA too...
my render is still not over... i'll really try to check longer when it will be over ^^
lol ok
I'm looking at it right now ^^
keep in touch, i'll see what i can do ;)
It also looks like the texturing you're using for the ground is kind of "fuzzy". The detail level is also probably 0.5, and turning that up to 0.75 would bring out a bit more clarity. But mostly it is a "fuzzy" looking image because it's so dark and indistinct I think. A change in lighting or camera perspective ought to help.
- Oshyan
little tweaking with cloud samples, atmo sample, sun power and contrast...
rendering another one with different sun orientation...
PS : agree with Oshyan comments about the ground's texture though... it needs some more work ;)
just tweaked some values ...
sun orientatio changed, i moved the surface layer and add a powerfractal to give some colours to the ground...
my advice will be to work more on the ground if you don't want to add vegetation.
try to increase the stones' size from 10 to 15, 9 to 10 and 8 to 4.Maybe increase the density of the size 3 ones...
i think this one has a good potential but needs some more work ... terrain or ground texture...
remember that if you add 3 layers of fake stones, you need to see the stones and give them a good light ;)
PS : as i love to have real clean atmo, i suggest to test 128 as atmo sample ^^
hmm ok thanks for the feedback ;)
ah...i think i have to read the user guide more thoroughly then i can get a clearer view on what to do next
the question is what do you want to do next ^^
keep this one without vegetation or try some population to bring it alive ?
keep in mind that "Wildness" was a render with a traditonal pov... just above the surface with land right in front of the camera, and the fake stones almost everywhere (big).
For your pov, above the land with the water far from the camera, the fake stones looks like tiny stones and we don't see anything to give us the scale of what we see :)
so once again, i must tell you that you need to think about what you want to do, vegetation or no vegetation ^^
uhh 1 more qn.unrelated to this topic..if i wanna make snow on my mountain. do i use the power fractal shader or the painted shader or any other shaders?
a surface ayer might be a good idea. you can limit the max slope and/or the altitude...
hmm ok so what do i attach it with? i jus want the top to be cover by snow :-\
I don't want to appear mean, but seriously, you have to read the official documentation, and start with the very first chapter.
You will see this is much more rewarding for yourself because you don't have to wait on anyone else telling you what the next step is.
So I'm encouraging you to start reading the docs, as they are not huge, and maybe spending just an hour with the documentation will equal at least 100 questions you would have asked about the TG2 fundamentals - no kidding.
Start here: http://forums.planetside.co.uk/index.php?topic=6
Then this: http://forums.planetside.co.uk/index.php?topic=20
Lastly, this: http://forums.planetside.co.uk/index.php?topic=19
60 minutes, and you'll feel pretty good about your next TG2 steps ;D
Cheers,
Frank
Damn, you mean there's Directions in this box? Hell, I always put things together before reading the directions, don't you?? ;) But seriously, that's a good point Frank. :)
I wish there had been *any* documentation when I started working with TG2.
Admitted: I tend to get started without consulting documentation, but it's also true that - given the possibiltiy - I would also read a few chapters in case I'm apparently missing the fundamentals.
Cheers,
Frank
@al91, I agree with Frank. He's right that the best thing to do would be to go through the beginner tutorials and beginning documentation. It's where I started and I have gone back there a few times to understand the concepts.
I'd say that the best TG2 artisans are those who have a strong fundamental understanding of the basic beginning concepts of TG2, without exception. Their terrains are solid and interesting. Their lighting is spot-on. And I don't include myself in that group, since I still have trouble with some of the basics.
guess i have to read more during my free time then...
anyways thanks for the advices ;D
@al91 - Going through Oshyan's tutorial is so much better than only reading about this. It is step-by-step instruction in its introduction to TG2. Very well done, too.
Here's my attempt (posted also in another thread). Thanks, Seth. Keep more tutorials coming. They're a lot of fun, and I learned a lot.
Seth two comments:
1) Thank you so much for an awesome tutorial. I had fantastic results with minimal effort using some of the tricks in that tutorial.
2) I checked out your gallery, and realized that almost every single one of my favorite terragen images I have seen on this site are in your gallery! I really like your images. They have a sense of photorealism that is hard to achieve, yet you consistently maintain that. Great stuff!
thank you very much ^^