We don't see much work with the displacable objects yet, so I thought to make one. First idea was to make a monorail, but it turned into a road. Will try to add a monorail at the side, would be fun.
Great idea and nicely done ;)
Nice idea Ulco!
I have a WIP scene in that i use those objects too.
I think actually nearly everything can be done with them.
With node parenting animating them could be much easier too even.
Cool,I especially like the edge profile.Combined objects?
No, the side edge is just a displacement restricted by height, the upper edge is restricted by warped simple shape, same as the lines.
I've been looking for a model of one of these 'hanging maglevs' (like in Myst), but didn't find any. I might make one, nice challenge. Otherwise I will put one on top of this line.
Ulco i have one question.
I tried to displace a displaceable cube or sphere etc.
When i displace them on one side the opposite side is displaced to the reverse too.
Am i overlooking something or does have your objects the same displacement on the underside too for example?
I restricted the displacement either by simple shape or by height. The latter you need if you only want to displace the top for instance. Or a combination. And you can try displacement by displacement shader, by masked surface shader's offset, or it's displacement tab, or by vector displacement shader...... lots of possibilities. And final position or position in terrain, depending on where you are in the line of nodes.
Looking forward to your render, Kadri.
I see thanks Ulco!
What me confused was i thought at first when we displace one side of a long plate (cube) up for example
i thought in the same way as other objects behave in 3D programs like Lightwave in that that part should go up on all sides at ones.
But it behaves more like a planet that is displaced from the center up in two sides ; north and south from the center for example.
Not sure if that makes sense.
To me the displaceable objects do look more like milled small planets in that aspect and kinda confusing at first in that way :)
I don't quite see how you mean that; it works the same as with the planet (so in a way, you're right), you just have to restrict the displacement by whatever means, and you can check it with a color.
Very good project Ulco.
2 more...
Hey... I know that guy! ;D
This last one reminds me of some survival horror genres video game, which I enjoy.
And, the lighting on both are very good.
I still have to finish the train, the windows are a bit distorted. And I would like to hang it on a rail with a few wheels, or something. The main problem is to hang the rail onto a series of (procedural) stands, or whatever you call them. I don't think a line of popped object can be warped (yet). I'll get the brain working again...
When you say monorail my instant reply is DOOM III. :D
Otherwise grrreat pix!
Some other railway experiments.
Are the displ objects used for the road and monorail bend by warp shader
or by redirect shader?
Redirect, displacement and vector displacement, warp doesn't work.
Aah,then it wasn't me being too stupid.
Thanks for confirming.
The railway looks very good.
The rail road tracks are awesome!
Another WIP version of the monorail. I added some turbines and wheels to the car to roll on.
I only forgot a door for the driver :(
That is very nice; and, I like the road which paves a vision of where the monorail is going.
Damn, this is quite the thread, ground breaking stuff Ulco
Ulco confess! You're an android who doesn't need sleep or food or anything else. ;D
How do you do that? Sometimes you have multiple threads at once!
Anyway great experiments here!
I confess partly, Hannes; I'm the guy standing on the platform, enjoying life and traveling into unknown territories by private monorail (while I have the time between jobs) ;) I do need good food and plenty of sleep though.
Looks great Ulco.
A shinny summer day lighting would be nice too maybe...
Wow, looks great, Ulco!
I'm not quite sure about the bottom part of the poles. Do they look like that usually?
And the ropes go directly into the wood (is it wood?). Maybe you could add some clamps or anything else to attach them to the poles?
I don't know how these poles would have looked, should look or could look, I just put something together. Just this morning I was thinking about more ' Art Nouveau' like structures, so I might have another go. This is concrete with metal poles. I can do much more to the car as well, get all kinds of details in, make it more convincing, but where to stop? It's something private, so there's no need really... just playing about, exploring skills.
I'm also considering a canyon with the rail hanging onto a wall......
This is some cool stuff Ulco :-)
Thanks to you, Jo! Amongst others.
So far each step is intriguing. Anxious to see the next. That road looks familiar. Perhaps too far away from the mountain; but, would be nice to see the road and monorail approaching a tunnel that passes through it.
That tunnel shouldn't be a problem, really. With vector displacement map, or some displacable objects an entrance can be made.
Here's a shiny (daytime) version and some new suspension structures. I still don't know if I like these, might make some Meccanolike structure....
Je préfère la dernière !!! Superbe composition !!!
I like this new perspective and structures; especially the shiny surface.
Wonderful! Love that chrome gleaming in the sun, this is really great.
Near final. Any suggestions?
There is not one iota of anything here to be critical about ...no suggestions to make; but, you need to explain how the manipulation of Terragen has become second nature to you.
I like the pylon setup as well as how the road setup suits the point of view ...very nice.
Excellent Ulco as usual. Only crits I have are that the grass verges look too even/smooth, almost like velvet, and a general one of everything looking too clean.
This last one is true of nearly all renders (my own included). The real world is dirtier and grimier, and most CGI work looks too clean and fresh, almost plastic like. The real world has litter, leaves, twigs, rubble, moss, lichen, mud, dirt etc. I know this is often not possible to achieve but if realism is the goal then maybe this is what we need.
Sorry to sound so negative, as this image is actually amazingly good from a technical and artistic standpoint.
Something about this I just plain like - maybe because it's a fun image done very well
Thanks for your comments guys. Yes, grime.... I have to add some stuff like that. And second nature, well, I work with TG quite a lot, so I know my way around.... generally. The pylons are just two pops (might as well be one), with a little editing to get them to match the rail.
If only we could match the final position of the rail to the maglev's position, this would be cool to animate. Can be done by hand, but a direct nodeline would be easier.
Just amazing as always.
I made an additional clock, and replaced one roof with a glass dome, intend to do the same with the other roofs (which I don't like). Made them as separate objects, so I could disable shadows. Of course the problem then is that dirt on the glas would show some shadow, but ok.
Added a little grime, but I need to put more effort in that.
The glass dome really makes a difference.
There is something to the models,can't say exactly what,which
makes me want to see a crop render of the door and a window
of the cabin/wagon without normal smoothing,please.
If you don't mind,that is.
I like the look of the glass dome more Ulco! Nice!
This is developing very nicely.
The model is indeed a bit 'distorted'. I used 'tab+freeze' in LW, so everything was rounded (I didn't want a too tight look). Later made the windows more straight again by hand. I should have rounded the whole thing before and then made the windows, although I didn't want the windows and door to be too straight as I said. It should look dilapadated/crooked. I'll make a detail, no problem.
I can make these models as refined as needed and go on forever, but after a while I think, well that's good enough, let's put it in TG ::)
Hannes has given me a nice idea, I might make the Maglev line with some mist and light beams..... though it's not a maglev of course.
Looks great, Ulco. The golden light on the first two images is beautiful.
Thanks Hannes.
Here's the wagon in LW view. I realized it's quite tricky sometimes how smooth the normals should be. I just made a Art Nouveau light thingy, and tried several angles for the different parts. If you smooth completely, the circular bottom of that light became 'cornered', if I set it at 45º it looked much better. Strange, but interesting.
Thanks for showing,makes it easier to see what's going on.
The whole angle based smoothing approach is tricky indeed.
Took me some time until I realized that you can have different
angles for different parts of one model for example.And then again
not every app accepts more than one angle,it seems.(Don't know
if TG does.)
If you look at some free LW models you'll find lots of unwelded parts,
don't know,if that's done on purpose,but it's a way of getting creases
where you want them without having to rely on that angle based smoothing.
Those are some reasons why I like the simplified hard edge approach
of Wings better.
Another way is beveling,but that really increases the polycount and can
be hard to execute occasionally.
The vultures are a nice addition btw. ;D.
Final for the time being on the station version, another sea line and I'm working on a valley suspension railway.....
Problem is I can't get rid of the grain in the spotlights. Cloud (mist) quality is at 1, AA at 6, should be quite alright, but still grain.
Interesting that you mention unwelded parts and creases. I had the habit of welding all before doing the normal computation for different parts, but maybe I shouldn't! Thanks.
The 2nd of the last 3 does it for me. :)
words fail.... again, Bravo!
Ulco, the second one is awesome! If there were a website for authors with writers-block, this image would cure them! Looks like a perfect cover to a mystery book. Awesome island and especially the white water. I'm always curious though if the water could be animated to look as cool as the still image; I suppose with the right combo of TG animation, programs, and post work, it would look superb for film or TV.
Yeah the 2nd of the last 3.
Love the atmo of this one. (Guess I playing too much mysterious/horror games :o) Superb composition great colors.
Inspirational creativity for sure. The second is ideal.
Brilliant!
One thing I realized (but fail to implement) is that I need to pay more attention to simplicity and mood. When doing something in TG I always want to show all assets, make an average view where all is visible. Like with the road, the line, the train and the station.... and the foliage and the mountains and the snow.... and clouds.... it's getting too much sometimes. I'm going to make white empty stuff from now on, white noise (just kidding, but I still need to keep it simple).
You'll see... next one again; suspension train in valley, nice as it is, but also added higher mountains, scree, dry riverbed, fallen boulders.... I have to restrain myself from adding trees, and cars and people....
I do not agree with u on the restrain :D
Not sure if u realized but usually whatever u post here it will be loved by many as they are great. They have lots of things on it but they are not overdone or crowded. U can have a bunch of things on a pix but until the composition is good and all in harmony it will create a nice effect here. So I suggest that u keep doin what u doin as personally I love your composition and by seeing the comments I am not alone with this :D
Anycow of crs u can do simple pictures but do not restrain yourself. Just put on what u want to and post it when u done so we can enjoy the view ;)
The eye seems to always center on a focal point. But, without framing around that point with all the usual elements and details, the focal point alone would be boring. In my opinion, nature always wins out.
5apr14-v3 is fantastic!
As for the noise it's annoying that there are only rendertime
increasing solutions available,as far as I know.
Tried it yesterday and had to increase cloud quality to 18! to
get rid of the noise.(image and some more info in the procedural
shaders... thread)
Ah, I posted a reply on your thread, but now I see you mean cloud quality. I guess we should quite forget these nice light beams (for the time being).
Canyon suspension track (carbon-ferro)... WIP; not satisfied with the rubble and some other stuff.
It is WIP but i like this more Ulco.
Nice progression, from the start to here...Like em all but this last one is super. The rubble looks fine to me except it could use a human touch; like a grocery bag, beer can, etc., half buried in the rubble.
Like it's a train full of housewives returning from their buying orgy and throwing all unnecessary items out of the windows ;) Actually it was meant more as a nice natural place.
Quote from: Dune on April 09, 2014, 11:40:36 AM
Like it's a train full of housewives returning from their buying orgy and throwing all unnecessary items out of the windows ;) Actually it was meant more as a nice natural place.
Hee hee hee re: the housewives...was thinking careless of the environment
'nature' hikers actually but I dig your direction....
Very good. It will progress I am sure. For some reason, this made me think of the suspended platform in the Grand Canyon: https://www.google.com/search?q=suspended+platform+in+Grand+Canyon&client=firefox-a&hs=TYH&rls=org.mozilla:en-US:official&channel=sb&tbm=isch&imgil=tz2PIDND_zD1bM%253A%253Bhttps%253A%252F%252Fencrypted-tbn3.gstatic.com%252Fimages%253Fq%253Dtbn%253AANd9GcTLfJ7EnP4RellwXAVZCP9Bkl179fz4vZmh1ydKcUKytPRNhtfr%253B500%253B360%253BLX8zruPrNGXIXM%253Bhttp%25253A%25252F%25252Fwww.popularemails.com%25252Fslider_image.php%25253Fimg%2525253D613&source=iu&usg=__qJzngQi_M9wwdI2kL6TR2PZqRHI%3D&sa=X&ei=nnJFU4bsCuOiyAGj7YHgCg&ved=0CDkQ9QEwAQ#facrc=_&imgdii=_&imgrc=tz2PIDND_zD1bM%253A%3BLX8zruPrNGXIXM%3Bhttp%253A%252F%252Fwww.popularemails.com%252Fuser%252Fshahbaz143%252Fgrand_canyon_skywalk-4.jpg%3Bhttp%253A%252F%252Fwww.popularemails.com%252Fslider_image.php%253Fimg%253D613%3B500%3B360
Tunnel, WIP... Oxio Daniel just escaped a horrible fate.
The mountain face and lighting is absolutely terrific as are all the elements. Maybe some stones/small rocks/rubble around the boulder that missed Oxio?
What a thread. The variety of renders you crank out just blows me away. Boundless creativity.
The jeep is too polished :)
Tunnels..it hadda be either you Martin...great so far...I'm notified heh heh heh
Another iteration, still have to figure out what to put on the mountainside.
The car has changed a bit, it was very shiny indeed, added a little more dust, but not with great attention (yet).
Quick piss against the wall. ;)
Great thread, Ulco!
I still like the rock face of the first iteration.
I thought that was a bit simple, but I don't like the second one either. I'll work on that, and maybe some more debris around the fallen rock. Perhaps even add the hole it has fallen from.
Looking forward to the next.
Kinda like the feel of the 2nd rock face....some tweaking and that would look very real
Final for now, fed up with this one, up to the next... had a minor issue when moving the rock (stopped updating and crash).
We see signs out here that say 'Watch for Falling Rocks' - hard to do while keeping your eyes on the road.
Very good comp and light. I like this.
Well even given your misgivings I think this is a superb image Ulco...
Thanks guys.
Quote from: Dune on April 13, 2014, 10:32:50 AM
Thanks guys.
Well the praise is well deserved...I've just come back from your web page(finally notice the link with my glasses on) and WOW...you have an amazing body of work. I see you were already a master when you jumped into 3D...Explains your excellent composition in your renders...years of practice, heh heh heh...my stuff tends toward posterish as I've spent many years illustrating/advertising my, and my friends gigs by way of unusual posters.
You are on another level man, brilliant work
Thanks again, just doing what I like most ;)
Here's two versions of the suspension carbon-ferro line. Reflectivity on some trees is way too high, but that's been fixed now.
massive scale...wish I had the power to render this large in less than a week...great view...the first gave me vertigo it's so real