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#51
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Njen - April 01, 2024, 01:25:41 PM
It took a lot of trial and error for the water movement, rendering a number of 30 frame tests, it really is just down to experimentation of the timings and other values. I animated X, Y and Z with a Transform Input Shader (Y was larger than X and Z). But even then I wasn't entirely happy with the result, so I used a little denoising and a very tiny amount of blur in comp. Over a period of 4320 frames, here is a screenshot of my animation panel (Z and X are on top of each other, which is why you don't see X):
[See attachement 'CyanEyed_terAnimWater.jpg']

Though if you are referring to the little shore waves, that is actually all a comp trick.

1. First, I isolated the water edge.
[See attachement 'CyanEyed_shoreWavesA.jpg']

2. I then had to manually roto out the trees as the waves just need to interact with the shore only.
[See attachement 'CyanEyed_shoreWavesB.jpg']

3. Then I used an edge detect on the water outline. After, I isolated a thin line that started at a certain distance from the edge, and then animated it towards the shore over a certain number of frames. I then added a fade on and off to get it repeating in a loop. Then I added a time offset and plussed it on top to get two lines. This is all a total hack, because edge detect actually works in screenspace, not worldspace, so the waves always start at a certain number of pixels away from the shore no matter how far or close the point is to the camera, but because the effect is so subtle, it is practically impossible to notice.
[See attachement 'CyanEyed_shoreWavesC.jpg']

4. I then multiplied that through a worldspace noise derived from the world position AOV.
[See attachement 'CyanEyed_shoreWavesD.jpg']

5. And after a little colour grading, plussed it on top of the image.
[See attachement 'CyanEyed_shoreWavesE.jpg']

The Terrain is a number of different heightfields blended together generated using Classic Erosion from Daniil Kamperov.
#52
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Njen - April 01, 2024, 12:54:19 PM
Quote from: Dune on March 30, 2024, 02:46:46 AMI'm keen on small details myself (and - real - bird watcher, so small details matter). And I know how long it takes to get them perfect.

Yeah, it's in its last stages. Had a few proofreaders, so I'm rearranging/rewriting some stuff now, and hopefully send it to a publisher in the next weeks. One (big one) has already shown interest, or, I should say, the head editor was pretty positive about the first paragraphs. So I'll start with her, and hopefully get it out....
Thanks for the info! I hope for an English release soon after :D
#53
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Tangled-Universe - March 31, 2024, 03:20:44 PM
Cool to see you again here since long time ago :)

Pretty cool animation and quite the effort to make and render by the sound of it!
I may have an odd, or rather unexpected question; how did you animate the water?
Whenever I animate (not that much) I animate the shader through Y, but it doesn't look very good.
Perhaps you did it also through Y but found the right speed? Curious about that.
Else I like the terrain shapes, various colours and all the masking of populations and such. Nice work man.
#54
Image Sharing / Re: Canyon series 1
Last post by Dune - March 31, 2024, 08:02:02 AM
Yes, used inline it does indeed.
#55
Image Sharing / Pictures to Exoplanet SciFi
Last post by Uwe Kronemann - March 30, 2024, 03:10:57 PM
Sorry, the MP4-Video "Exoplanet SciFi" does not run!
(Problems because picture-lizence in Dailymotion)
Here are some Terragen pictures from the Exoplanet video.
#56
Image Sharing / Re: Canyon series 1
Last post by Tangled-Universe - March 30, 2024, 12:39:50 PM
That node omits the displacement data from the incoming connection.
I'm trying a test now with having that as colour function of a surface shader, but I can't imagine that it would make a difference. Neither as a child of that surface layer.

OK so that took 10 minutes for 9% completion, I know enough...
#57
Image Sharing / Re: Canyon series 1
Last post by Dune - March 30, 2024, 12:22:45 PM
That's what I understand as well. I'm actually curious if a simple color (even blue node) would render very differently.
#58
Image Sharing / Re: Canyon series 1
Last post by Tangled-Universe - March 30, 2024, 12:20:56 PM
Quote from: blattacker on March 29, 2024, 02:13:19 PMDoing some quick experimentation on my end, the lambert shader does seem to take longer to render with the path tracer, but color seems to have a more pronounced effect. For reference, the experiment I did was just two simple shape shaders with no other displacement, and I tested rendering with the default "Base colours" pf shader, the default pf edited to introduce color rather than just greyscale values, a lambert shader with a grey value, and a lambert shader with a color value. All other setting remained the same. My results were:
  • Render Settings: 800 x 450; 0.5 Micropoly detail; 3 Anti-aliasing (all default settings); Path Tracer; Max paths per sample 144 (high value to approximate a "worst case scenario")
  • Greyscale PF shader: 54 seconds
  • Color PF shader: 2 minutes 43 seconds
  • Greyscale lambert shader: 2 minutes 30 seconds
  • Color lambert shader: 8 minutes 1 second
Perhaps a workaround to try it out with the path tracer would be to render it out in greyscale and then either add color in post or process it like a black and white photograph?

Thanks for taking the time and effort to look into this. I already did similar tests last week and reported my findings to the team. Something might be going on, but may be also not. Let's see.
My conclusions are similar, somehow bright saturated colours take a big hit in this situation.
It's fine the PT is slower, but usually not 100x. Rather 1.5-10x slower.

Your findings are similar to mine, but some info is lacking.
For example, lambert and surface shader render at equal speed for me.
PF is faster, but that's because the low colour is black. Setting both to the same colour as lambert results in only slightly slower render, which makes sense since to me.

Your suggestion at the end can't work, because with grey colour you basically omit GI. All the various shades and saturations of colours you see in the renders come from GI.
 
Quote from: blattacker on March 30, 2024, 04:20:51 AM
Quote from: Dune on March 30, 2024, 03:35:27 AMPerhaps the (expensive) way of calculating light?
I think that might be the case. If my (extremely basic) understanding of rendering principles is correct, I believe Lambert shading is a form of reflective shading, albeit diffused reflections. I would guess that those diffuse reflections require additional calculation. Moving into pure speculation, color would likely increase calculation time as it would reduce the amount of bulk operations that could be performed, since each ray could have different color values based on what color(s) it picked up (or, as it works in the real world, I guess it would be which colors/wavelengths got absorbed rather than reflected) along the way, but again, that's just pure conjecture on my part. I'm not quite clear on the scope of the physical aspect of physically based rendering.

Lambert shader is a diffuse shader. Nothing special going on with that compared to the colour from a PF or a surface layer. Those are lambertian models too.
My lambert also does not use translucency and the (test)scenes also don't have reflectivity. It's only 1 simple diffuse lambert shader.
As I said normally PT renders 1.5-10x slower, depending on a lot of scene-related factors, but this performance hit is unusual in my experience.
#59
Terragen Discussion / Re: Pixel gaps in rendering
Last post by Dune - March 30, 2024, 12:20:26 PM
Mmmm, interesting to see if something turns up.
#60
Terragen Discussion / Re: Pixel gaps in rendering
Last post by sboerner - March 30, 2024, 10:11:27 AM
That's a good idea. The artifacts did not appear until the foliage was added to the scene. There are many populations, but I've done similar scenes before, some that had much larger populations. So maybe it has something to do with a particular one.

I usually do overnight renderings anyway, so it's easy to test. I'll start by resetting the filter to Mitchel-Netravali to see if the artifacts reappear. If they do I'll start disabling the pops one at a time.

To answer your first question, they usually appear over foliage, but they've also shown up on the water surface.