After more than 170! hours rendering I found a floating object in the foreground of my Silent Hill panorama :'( :'( :'(
I must have moved it accidently while moving the camera because working on that tgd is a horror since it has grown so big ::) ;)
Before starting the next 170 hours I needed a view on something different so I took my old Grand Canyon tgd and puzzeled my personal jungel to hide.
Perhaps it's not biological perfect but this look is as I imagine a jungle. I used mostly plants from the Xfrog oceanic and tropical collections. Perhaps when there's time again, I will add some more tree variations for (only a bit) more (color) variation and I want to add some orchids. Of course also an animation is planned.
[attach=1]
I symphatize with you, no way to edit it out? I guess not. This jungle looks good to hide in, no problem.
Thanks Ulco :)
I will do a bit postwork on the Panorama but anyway I did some more changes. Some other things disturbed me too.
But I will upload the actual version for the next 170 hours ;)
But first I must go now to get my new contract for the new flat I will live in 8)
holly cow 170hrs...pfff...i feel you man!
that jungle is pretty cool. Some flowers will make the diff for sure.
Good luck with your new flat!
8) Nice jungle.
Agree nice jungle, yes to orchids, and I totally sympathize on finding a floater. As a person with a tendency to long renders I get the agony....
Thank you for your compassion, guys.
Anyway I have chosen NOT to do a 360/180° panorama ANIMATION ;D
Imagine: 10 seconds animation would need 42500 hours to render ;D ;D
Meanwhile I added some flowers to my jungle. I checked several orchids in my XFrog library. I liked many of them but tried only to use species from the same continent and even the same geographical area. All orchids are from middle- and south american jungles.
[attach=1]
The right eye picture for the 3D view is already rendering (about 7 hours to go on one of my slow PCs)
And since I learned to have a "170 h patience" I think I will do a panorama in the jungle too 8) :)
I love it!!!
Very neat. So much going on and the Parrots are a nice touch.
I like it.
I made it a little more vibrant for my desktop.
Made it pop for me. well done!
:) Aaah, so nice. Good one.
Excellent - great image.
Nice and real. Well done!
Excellent and beautiful!
As promised the 3D anaglyph version:
[attach=1]
... But I am aleady playing around with some more ideas... like this one:
"I know what you think. And you're right. TC wondered why I had asked him to pursue this flying object... "
[attach=2]
Who knows this old TV series... ? 8) 8) :) :)
I wonder what Higgins would have to say about this... ;)
Higgins? - That's easy:
"I think it is indeed unreasonable but do what you want. It's your life Tom, but stay away from the wine cellar!"
8)
Quote from: DocCharly65 on February 10, 2016, 04:21:07 AM
Higgins? - That's easy:
"I think it is indeed unreasonable but do what you want. It's your life Tom, but stay away from the wine cellar!"
LOL!
That got good! I like the 2nd one best. The last one is good too!
Just the last one in higher resolution and not cropped:
[attach=1]
some rendertests for an animation are already running... cu here in 4-5 months again ;D :o ;D
Sorry - I forgot to mention: I added the Three Leaf Clover Patch and the Gras Clumps by Chris (already in the second image with the parrots) - Thanks again, Chris! - and I bought the Hughes 500 V1 Helicopter on CGTrader. The Voyager-Shuttle is from Trekmeshes.
Is that the helicopter from "Magnum PI"? :o ;D
Quote from: TheBadger on February 11, 2016, 06:17:59 AM
Is that the helicopter from "Magnum PI"? :o ;D
No... any similarity is purely coincidental... ;D ;D ;D
https://www.youtube.com/watch?v=OgLAP0_Ef14 (https://www.youtube.com/watch?v=OgLAP0_Ef14)
Ok, ok, you caught me ... I am planning a crossover TV series... "Magnum SI" (SI for Starfleed Investigator)
Just some 1280x720 shots to test the next animation:
[attach=1] [attach=2] [attach=3]
[attach=4] [attach=5]
I've done many new experiments and another long way to go...
Wonderful. Reminds me of the game Riven/Myst (which I love).
Looks like from a movie :)
Very, Very well done!
8)
truly awesome stuff!
one frame I thought r2d2 was floating in the stream!
:))
Very cool, the animation should be awesome from these pre-vis renders
Funny thing... I was sooooo close to the solution...
I tried to get a blurred animation of the Helis rotors and was happy to find out how to get a transparent look:
[attach=1] [attach=2]
To get it look blurred I added several animation keys like moving up and down evry frame and so on...
Fortunately I found the post of Dune and Hannes:
[attach=3]
Now it looks better:
[attach=4]
I was sooooo close to the solution... but I would never have come to the idea that there is a blur effect when using a standard Surface shader as the lowest.
Thanks Ulco and Hannes!
That is a great solution they both had. It is looking better.
Thanks Chris :)
But as I said - The praise belongs to Ulco and Hannes. I had recognized only the direction alpha mask via Image shader on a glass shader. Blurring I would not have found alone.
Indeed.
I'm very busy atm, so I don't have much time for TG right now, but I have to say that the praise belongs only to Ulco. He showed me the way.
Quote from: DocCharly65 on February 19, 2016, 04:39:54 AM
Thanks Chris :)
But as I said - The praise belongs to Ulco and Hannes. I had recognized only the direction alpha mask via Image shader on a glass shader. Blurring I would not have found alone.
Curious why you didn't use a Glass shader...to me for these situations it seems better.
Sorry for my extended absence. I still fight against a heavy flu... at least now I can fight it :) . On Monday / Tuesday that was not a flu I have ever had... must have been something different - something really bad, diabolical, that wanted to kill!
Fortunately I have still all Render PCs busy whithout anything what I must do. But a little new idea I'll present at the bottom.
Bobby, the settings-screenshot must have been from a Terragen-Version before the glass shader was implemented in the program.
It's from the time when Hannes worked on his image for the NWDA Roadside Contest.
I have used the glas shader from the beginning of my "jungle-project" I only wanted to present the solution of the surface shader for the blurring effect. I still have to wait some time but first animation tests look already very good.
As promised just another idea:
I bought a nice pyramid on CGTrader for another view:
[attach=1]
Very nice! Like the DOF.
Great.
Flapping Flamingos that's nice...DoF is a fine tool.
Looks fantastic, Nils!
Unfortunately there is still this bug that causes these strange artifacts when using DOF together with GISD. I hope this will be fixed in the near future.
Looks great.
Great addition the pyramid, well worth the extra cash (if it's not too much). Really exciting/mysterious view you made.
The Mayan pyramid is a great addition just poking out there almost hidden from view. This looks like an adventure waiting to happen.
Thanks :)
The pyramid was 25$ and I modified it a bit via ivy-generator.
It has been a while since i heard of ivy-generator. All of these years and still have yet to use it. Don't think i have a use for any Pyramids.
great shot in the last! I find getting that kind of control with my camera in TG a little difficult. I pretty much only think about it with my main 3D app in mind. T4 looks much much better in this respect, based on the posts by Oshyan.
Sorry for always the same scene but I am quite busy with my new flat... building a new kitchen at the moment.
All my PCs rendering the Jungle animations and 4 Pixelplow jobs are running too. One PC is rerendering my "Viper in the Desert" for the VR-Challenge.
But some new things are happening:
The pyramid is integrated into the animated scene:
[attach=1] [attach=2]
This one will be a hard job -- I stopped it for the moment but I will work on it after I moved to my new flat:
[attach=3] [attach=4]
Unfortunately A view through glass causes many artefacts in the terrain. So I will need a second render with the area through the glass with motion blur. I tested it and it looks better. Then I will combine both animations with an alpha mask.
This will be a hard and long lasting render... I guess in May I could finish the scene.
My first plan was to keep this as a secret and surprise for the finished animation but perhaps someone knows a solution with that strange terrain-artefacts. Objects don't cause any artefacts as you can see. It would be cool if I wouldn'd need the two renders.
The "inside shuttle view" is the inside view of the VW Touran... I just couldn'd resist ;)
The speedometer will be animated too, of course. At least a bit 8) ;)
Looks cool, Nils!
Have you tried to increase the "Ray detail multiplier" in the internal Render network (Render subdivision settings) to 1? It's at 0.25 by default, so the terrain is rendered in one fourth of the quality when watched as reflection or in this case refraction as far as I know. Correct me if I'm wrong.
The objects closer to the camera could use some DOF to create a little more depth.
Hannes, thanks for that tipp.
I'll try ASAP. Perhaps you save my day :)
DoF definitvely does not work with glass as I remember. Nevertheless I tried and got everything blurred out of all recognition behind the glass.
Anyway I love the leatherette-look so much that I decided not to use DoF ;)
You were right, Hannes.
I did a "fast-test"
Ray detail multiplier 0.25 (default setting):
[attachimg=1]
Ray detail multiplier 1:
[attachimg=2]
But ist costs more than double render time (logical consequence)
But in my animation this will be increased render costs of more than 100 dollars. So after moving I will do some tests to find a balance between less artefacts, a bit motion blur and the natural retouching by only viewing an image for 1/25 sec.
Similar considerations I did about the DoF. Anyway I need the seperate rendering run because the Touaregs Interior must not be motion-blurred. Perhaps I can increase render speed without rendering cars glass. But I cannot deactivate any plants or things like that because I need their reflection on the glasses...
Let's see what will happen. All this is still a non profit hobby project. I hope I will find a acceptable balance beween
affordable and good looking animation.
Glad I could help, but 100 dollars are quite an argument. As far as I can see only the terrain is affected by the refraction's lower resolution? So you could cover the specific areas with some more plants to hide the facetted parts? Not the most elegant solution maybe...
Yes Hannes, only the terrain.
I also thought about covering it with plants ;D
Unfortunately I finished too many animation renders without additional plants already. And it's a really big area to cover!
[attach=1]
Indeed! Great view!
oh my suffering vertigo....heh heh...agree nice view.
No one else has said it, so I will.
You are a crazy man, Doc. I have to say though this appears to be a respectable quality in this case.
Nice work for sure :)
Quote from: TheBadger on March 17, 2016, 10:44:58 AM
You are a crazy man, Doc. I have to say though this appears to be a respectable quality in this case.
I am my friend, I am :D
Working for the marketing department of my boss it's my job and duty to be crazy :o :P ::) :o
;)
Yes, too bad about the increased render time. How about taking out the glass alltogether? You won't have the subtle reflection, but will that be noticed? Or just put a small area of glass where the reflection should be, as small as possible (just the sunglasses area), with perhaps a sunglass image map projected on the glass.
Nice Idea, Ulco, but there are some more points:
The path the "shuttle" is flying is quite long as you can see in the "skyfall"-image. There are quite different light situations and reflection situations. I want to keep them.
And anyway I really will have to use 3 renderjobs:
1. The "Shuttle's Interior" (must not be motion blurred)
2. The view through the window (must be motion blurred) I think the reflections will not be blurred because of the limitations of glass (DoF isn't renderd trough glass - so if it's the same with motion blur it's my advantage in this case)
3. A mask
I think I have optimized rendertime a bit:
1. The "Shuttle's Interior" will not need the windows glass - that will save much render time. But I'll keep the outside view (trees, terrain etc.) to get no visible borders when masking.
2. The view through the window will not need the little Enterprise and dice toy that saves almost half rendertime.
3. The mask will be a baby's renderjob... ;D everything is deactivated except of the shuttle and the toy. These are rendered as holdout for a good black mask. minimum rendertime!
The next two weeks I will most time busy with my new flat and I have started the old server to do the motion blurred render job. I will see how this works
Update 4:34 pm:
Guess it works! Rendertime of 1.5 h per frame on this old server is quite ok and I am satisfied with the outside look.
[attach=1]
Tachometer animation (sequence of images) is also deactivated because it's not mirrored in the window as well.
Little change in my plan: Hannes will get the DoF ;) , because the masked interior looks a bit smaller as the motion blurred interior so it will nit fit when I am masking. When it's blurred a bit Through DoF you will not see that mistake.
Thank you very much! ;)
The magnum story is still not over ;)
Just a study about a new camera movement scene:
[attach=1] [attach=2] [attach=3] [attach=4] [attach=5]
During he developement of this scene I got quite respect what the human brain just calculates on the side when we watch a flying unit passing over our heads...
This is so cool!!!
Very nice !!
Very nice again! That seems very well the movement and camera angle!
This will look stunning in animation.
Quote from: Dune on July 14, 2016, 01:35:13 AM
This will look stunning in animation.
echo!.....gonna be a loooong wait I fear.