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General => Image Sharing => Topic started by: Dune on May 26, 2015, 10:55:27 AM

Title: harbour 1100 AD
Post by: Dune on May 26, 2015, 10:55:27 AM
Though it's extremely quiet at the forum, so not very tempting to post, I will still do so for the few who remain :P New museum wall, an extension of my previous 85m wall. This will be 18x4m (40,000x8000px render), first test of layout. Lots to decide still, and lots of buildings to make. River 135m wide, slightly hilly terrain, road/path coming towards the viewer. Pop of cards of 2m high for checking purpose. No holiday for me  :(
Title: Re: harbour 1100 AD
Post by: Hannes on May 26, 2015, 10:59:34 AM
The man who never sleeps... ;)
Looking forward to your progress.
Title: Re: harbour 1100 AD
Post by: archonforest on May 26, 2015, 11:09:25 AM
Quote from: Dune on May 26, 2015, 10:55:27 AM
This will be 18x4m (40,000x8000px render)
:o
will be a looooong render... ::)
Title: Re: harbour 1100 AD
Post by: otakar on May 26, 2015, 12:10:56 PM
Rest assured Ulco that I have been popping in almost every day and I always enjoy your posts. Now getting to actually render anything myself is quite another thing. And I suspect with school vacations starting activity here will slow down even more. I will be looking for some central European inspiration myself starting next week :)

This should be another major project. With that kind of size the required detail will be immense. No idea how you do it.
Title: Re: harbour 1100 AD
Post by: dorianvan on May 26, 2015, 08:09:38 PM
Is this just a piece or the whole view?
Title: Re: harbour 1100 AD
Post by: Dune on May 27, 2015, 01:42:35 AM
I'll post for you guys, to keep up the spirit. Just heard that the client had another view in mind, from the water, but I don't think that's a good idea; no depth, and too narrow area of interest, a test is due. Btw. this is the whole area, Dorian. I'll try to get the horizon and angle so that I can divide this into 2 parts, 2 whole renders, with 45º (?) rotated view, so they'll fit px by px together. Easier to work in. Where the tree is there will be a door, so I shouldn't put anything interesting there. The closer I get to buildings and boats, the more detail they require, so I have to know placement and layout in advance.

EDIT: not going to divide in two; this works quite fine.
Title: Re: harbour 1100 AD
Post by: bobbystahr on May 27, 2015, 07:40:48 AM
Hand up...I'm here as well...class is convened...we watch and learn.
Title: Re: harbour 1100 AD
Post by: dorianvan on May 27, 2015, 08:06:09 AM
I like the upper image as a picture, but if their area of interest is over on the houses side, then that might not work. I'm curious, how deep is your river? The surrounding grading looks so flat, I'm not sure how you got water. Was it just a slight dip in the terrain for the water (no translucency)? I do like your water by the way, I think you are getting better and better at it. Let me know if you need help rendering strips.
Title: Re: harbour 1100 AD
Post by: mhaze on May 27, 2015, 08:42:34 AM
Fascinating to see your approach - looking forward to seeing more.
Title: Re: harbour 1100 AD
Post by: Dune on May 27, 2015, 12:32:11 PM
There's no water here, Dorian, it's just a quick image map to set out the layout. Quick pf over it for at least some variation, but all elements still have to be made; heights, water, textures, etc.
Title: Re: harbour 1100 AD
Post by: TheBadger on May 27, 2015, 10:43:20 PM
This should be fun!
Title: Re: harbour 1100 AD
Post by: Dune on June 06, 2015, 02:20:01 AM
Next phase. This will be the view, and a first problem has arisen. The total render size will be 32400x7200px, which I hoped to do as one. Maybe by two large crops if necessary. But even a very small crop takes 15.8 gig of memory, and I only have 16Gb.
Without GISD that works okay, be it that detail and AA were low (0.4 and 4), hardly any objects yet, and no fancy stuff like soft reflection and soft shadows (that won't take more memory I guess, just takes longer). Higher detail and AA won't take more memory either I guess, just time.
But TG hangs if I use GISD, after having rendered the crop and whilst calculating GISD. Can't stop him either, nothing happens, not in a few hours. See screenshot.

So, is this memory related? Or size of the total render? Why is the memory use so high, what is being remembered, size?

Another option would be to divide the render size in two parts, but then it's hard (for me at least, last time Ben was my hero) to calculate the sizes, camera angles, and such. This view is looking down at 3.5º, so that makes it just a bit harder than a straight view.

Any advice would be greatly appreciated!
Title: Re: harbour 1100 AD
Post by: kaedorg on June 06, 2015, 02:52:17 AM
If I remember well a few big renders, crops used a near amount of memory of the complete view.
So let's imagine a 100000 x 100000 view. It would not be possible to render it by succesive crop renders unless having a ton of RAM.
I think Oshyan could give you the technical explanation.

David


Title: Re: harbour 1100 AD
Post by: Oshyan on June 06, 2015, 06:09:26 PM
Well, it's a bit strange it would be using that much memory already if the scene is not that complex. There are a few things to check. First off higher AA does absolutely increase memory use. Second, at that image resolution just the image alone is using about 1GB of memory, and that's without any additional render layers you might be calculating. If you *are* using any render layers/elements, make sure you absolutely need them as they'll increase memory use. Also use of DoF and GISD will both cause TG to generate additional buffers to apply those effects, which uses more memory.

You should certainly use default subdiv cache size, or even decrease it to save memory. If you've increased it, set to 100MB/thread. So your cache should be 800MB maximum, judging by your screenshot (which shows, I think, a 4 core/8 thread machine).

You can also save some memory by restarting TG before a render and not enabling any display of 3D objects.

Check the total size (on disk) of all your assets (textures, objects, etc.) and let us know what you have. If an image is a JPG, remember that even though it's compressed on disk, it still has to be uncompressed when loaded and used for rendering.

Crop renders will use a bit less memory for various reasons, but they still have to have the entire image area in memory, as well as all assets (objects, textures, etc.).

- Oshyan
Title: Re: harbour 1100 AD
Post by: Dune on June 07, 2015, 02:19:28 AM
Thanks Oshyan. One gig is more what I expected indeed. The assets are very scarce at this point, and will probably not take more than 1 gig either at the full setup (I will load textures separately and link from within if it's getting too much). DoF is not needed, but higher AA and detail is, probably I can do with 0.6 and 6. GISD is important. I don't use any layers at all.
The subdiv cache was at 1600, so I'll set that back (you're right, it's an i7 4 core, which by default sets it at 1200).
I've noticed before that restarting works smoother. I even have to restart some renders after fiddling with nodes and settings for a while, or it will crash. And for bigger renders I am used to pause without any fancy displays ánd turn off the preview.
I'll be experimenting no doubt. Also thinking about doubling my memory to 32 gig. Sets me back €240, so I'm still considering that. Or send it to PixelPlow.
Title: Re: harbour 1100 AD
Post by: Dune on June 08, 2015, 11:24:09 AM
With obvious complaints of my machine, I managed to squeeze out a crop of a total sized render of 28000 x 6222. 98% of memory was used, 15.8 GB. Subdiv cache at 800. Detail 0.4, AA4 again, this time GISD worked ok. So I guess it's the size that takes up all this memory anyway. Oshyan; maybe you didn't read the resolution properly, it's not 3240, but 32,400! If that's still strange, there must be something else wrong. Assets are very scarce.

Title: Re: harbour 1100 AD
Post by: choronr on June 09, 2015, 02:33:22 PM
Remarkable planning here. This will be most interesting watch and read about.
Title: Re: harbour 1100 AD
Post by: Oshyan on June 09, 2015, 05:37:48 PM
Pretty sure I read and calculated the size correctly, so it does seem odd. But total memory use has never been fully clear to me in how it all works (various buffers, etc.). I will try a render that size myself right now and see what happens (I have 32GB of memory)...

Hmm, yep. On my St. Helens scene, straight up to 23GB of memory used when rendering at that resolution, heh.

- Oshyan
Title: Re: harbour 1100 AD
Post by: bobbystahr on June 09, 2015, 08:02:51 PM
Quote from: choronr on June 09, 2015, 02:33:22 PM
Remarkable planning here. This will be most interesting watch and read about.

indeed
Title: Re: harbour 1100 AD
Post by: Dune on June 10, 2015, 02:26:48 AM
Thanks Oshyan, good too know it's not something wrong on my end. I am going to split the render in 2 parts, without cropping, just camera rotation. Half a render like that (16000x7200) should fit within my 16GB, I hope.
Title: Re: harbour 1100 AD
Post by: Henry Blewer on June 10, 2015, 11:55:34 AM
It is good to see your starting work. Usually, you have your projects developed along more before you post. Congratulations on the commission!
Title: Re: harbour 1100 AD
Post by: Dune on June 10, 2015, 12:10:48 PM
Thanks Henry. Usually my renders are quicker done, so there's no chance to put up many interims. This is a long distance thing, and I hope to encourage some users here. As well as get comment of course. The more eyes, the better results.
Title: Re: harbour 1100 AD
Post by: bobbystahr on June 10, 2015, 01:13:47 PM
Quote from: Dune on June 10, 2015, 12:10:48 PM
Thanks Henry. Usually my renders are quicker done, so there's no chance to put up many interims. This is a long distance thing, and I hope to encourage some users here. As well as get comment of course. The more eyes, the better results.

I get encouragement and intimidation with every exhibit of your awesome skill...and I learn lots as well.
Title: Re: harbour 1100 AD
Post by: Dune on June 11, 2015, 02:11:57 AM
Thanks, Bobby.
Title: Re: harbour 1100 AD
Post by: Oshyan on June 11, 2015, 01:47:03 PM
I say you just use Pixel Plow. Their machines all have at least 32GB of RAM, possibly 64. :D

- Oshyan
Title: Re: harbour 1100 AD
Post by: Kadri on June 11, 2015, 04:22:50 PM

I was curious too and tried with only the default scene in Terragen at your resolution (28000 x 6222) Ulco.
Even that barren scene goes nearly close to 22 GB RAM use (i have 32 GB).
With 16 GB RAM Terragen is maybe using the swapfile and rendering slower as it can.

Nice start as always by the way. I was just waiting to see more  ;)
Title: Re: harbour 1100 AD
Post by: Dune on June 14, 2015, 02:24:23 AM
Here's some more, just a test to see what my latest buildings look like. I reduced enviro light to 0.5 to try to get a darker interior, but it doesn't really seem to help. Maybe I should put some black walls behind the windows. Still have to make some bars in the lower windows too.
Title: Re: harbour 1100 AD
Post by: Hannes on June 14, 2015, 02:44:43 AM
That looks fantastic, Ulco!
Why is the interior so bright? Did you use any additional lights? If not, maybe increasing the occlusion weight would help?
Title: Re: harbour 1100 AD
Post by: Hannes on June 14, 2015, 03:26:39 AM
Can't stop thinking about the bright interior. Usually it's a problem to get some interior light at all inside the buildings.
Something else: these buildings look really great, but they are perfectly straight. What about some very subtle mesh deformation to make them less perfect?
Title: Re: harbour 1100 AD
Post by: bobbystahr on June 14, 2015, 04:09:34 AM
have you tried negative lights in the buildings?
Title: Re: harbour 1100 AD
Post by: Dune on June 14, 2015, 08:34:49 AM
I'll experiment with mesh deformation, but the buildings are quite lowpoly, more built for distance than close up, so they might crack up. Max size in print for the wall of one building will be around 50cm high (at 44dpi). As always, I have to take care not to loose myself in overly detail for this commission. Going to be heavy anyway.
I'll try negative light also, if necessary. The strange thing is that if I test one building in a default scene the interior is dark. Maybe extra cloud makes enviro light lighter?

The problem is that I only have 60% of wall that is straight, so I try to compress the important stuff in the left part. I probably need to find another POV, like 3A. Also difficult to get close to the buildings and see all details, just not possible. So I have the same problem as you, Hannes  ;)
Title: Re: harbour 1100 AD
Post by: bobbystahr on June 14, 2015, 01:05:23 PM
Might there be a problem with flipped faces or normals; Jochen and I ran into unusual light effects when exploring stained/variable transparency, connected to flipped faces or normals. Didn't show in 3D preview only in renders.
Title: Re: harbour 1100 AD
Post by: Dune on June 15, 2015, 02:09:34 AM
You might have a point there, Bobby, as the interior is double walled, so the internal walls' normals are pointing inwards. But still, that shouldn't be happening. I'll check it out.
Here's another croptest, a few houses placed, water without transparency for faster rendering, but the waves need adjustment. Too large for a river, and I'm going to give them some nice swirls, and make the waves larger in the center only. 
Title: Re: harbour 1100 AD
Post by: Hannes on June 15, 2015, 02:23:58 AM
Looks already great, Ulco!
Title: Re: harbour 1100 AD
Post by: choronr on June 15, 2015, 11:57:18 AM
The reflections of the shoreline and wind patches turned out nicely. Looking fine.
Title: Re: harbour 1100 AD
Post by: dorianvan on June 16, 2015, 10:55:52 AM
Looking good Ulco.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on June 17, 2015, 06:43:26 AM
What can I say? The master at work  :) Great!
Title: Re: harbour 1100 AD
Post by: Dune on June 20, 2015, 02:41:36 AM
New view and 'small' crop at 100%. Thanks to Ben I got it split in two half renders and a camera rotation of 22.5º, which won't frustrate my machine. Even so, the output crop file was 400Mb big.
Title: Re: harbour 1100 AD
Post by: choronr on June 20, 2015, 10:34:40 AM
Fine progress you are achieving here. The details in the docking area are perfect. Maybe tilt e few of those vertical posts?
Title: Re: harbour 1100 AD
Post by: DannyG on June 20, 2015, 12:03:27 PM
Amazing detail Ulco
Title: Re: harbour 1100 AD
Post by: Dune on June 20, 2015, 12:08:32 PM
Good idea, Bob.
Title: Re: harbour 1100 AD
Post by: Hetzen on June 20, 2015, 04:56:27 PM
Ulco, you are a monster with this stuff. Your mask work is as always outstanding. I can't believe how quickly you turn around such vistas with the detail you put into them.
Title: Re: harbour 1100 AD
Post by: Dune on June 21, 2015, 03:12:54 AM
Thanks, Jon. Masking isn't hard at all actually and you'd know it, you just have to think displacement if painting in greys. I always strive for as little memory use as possible, so keep the maps small (4k), and refine in TG (warp or fractal warp, add a color adjust or bias scalar). Like the river here; basic soft white line, but main body is displaced 2m down through a gamma=0.5 adjustment and shores are warped and displaced down the remaining 2m. Terrain around city is from a 16-bit heightmask, around that, distance is procedural inversely masked by a warped soft simple shape.
The main issue is to paint the roads and heights in a way that roads only raise perpendicular on raises in terrain, or they would tilt.
Most work is making and placing the 100+ houses, market stalls, people, etc. I'm thinking of editing the tgd file so all imported textures are loaded only once, and asigned to parts. In an earlier file I did it by hand, opening every object and rewiring to one texture setup, but that's tedious. I wonder if it can be done in a text editor, with a simple swap.
Title: Re: harbour 1100 AD
Post by: Dune on June 23, 2015, 09:43:01 AM
I need more ground on the right side, so I changed POV. Added some stuff, but a lot has to be done still.
Title: Re: harbour 1100 AD
Post by: Kadri on June 23, 2015, 09:46:42 AM

Nice to see the progress. I can nearly see how it might look in the end. Sweet.
Title: Re: harbour 1100 AD
Post by: N-drju on June 24, 2015, 04:17:00 AM
Really nice work Ulco, I like the perspective.
Title: Re: harbour 1100 AD
Post by: mhaze on June 24, 2015, 01:18:40 PM
Looking good!
Title: Re: harbour 1100 AD
Post by: DocCharly65 on June 25, 2015, 02:45:02 AM
Thats so great, Ulco...

It's good that you do the Project and not me... I probably would destroy it by adding some overhead power lines in the far  ;D
Title: Re: harbour 1100 AD
Post by: Dune on June 25, 2015, 03:26:11 AM
It would be fun to hide something modern (guy on moped) in a medieval landscape, but I doubt if the museum director would be as happy.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on June 25, 2015, 03:53:02 AM
Yes, like a white van driving behind Winnetou and Old Shatterhany in the original American-Jugoslawian Desert  ;D

I like eastereggs, but better if you do not upset the museum director
Title: Re: harbour 1100 AD
Post by: Kadri on June 25, 2015, 04:56:27 AM

Put him on the bike :)
Title: Re: harbour 1100 AD
Post by: archonforest on June 25, 2015, 05:28:09 AM
Put a terminator at the back executing villagers :D
...i missed my morning coffee :o...
Title: Re: harbour 1100 AD
Post by: N-drju on June 25, 2015, 07:21:45 AM
Put the museum director. :P
Title: Re: harbour 1100 AD
Post by: Dune on June 27, 2015, 07:19:21 AM
More updates. Messing with pov and light, and started adding a few more houses (edited pop actually, but with other houses in between you won't notice, I think). I prefer the higher pov, but I'll have to cut the island off a bit at the front.
Also divided the 18.5m wall in four fitting sections/renders instead of two, so now the memory cost at max resolution is only 10GB  :)
Any comments are of course highly appreciated!
Title: Re: harbour 1100 AD
Post by: DocCharly65 on June 27, 2015, 12:04:59 PM
Lovely panoramas!

Is that red flag on the ship also available less intensive? That's all I found...
Title: Re: harbour 1100 AD
Post by: Kadri on June 27, 2015, 12:10:04 PM

Looks good Ulco.I had a urge to see a sunset version as i looked at those :)
Title: Re: harbour 1100 AD
Post by: Stranded on June 28, 2015, 02:10:25 PM
Quote from: Kadri on June 27, 2015, 12:10:04 PM

Looks good Ulco.I had a urge to see a sunset version as i looked at those :)

Excellent work... I agree with Kadri on the sunset version or even a sunrise version, with smoke rising from the houses and the soft glow of the morning fires.

Truly excellent work.
Title: Re: harbour 1100 AD
Post by: Dune on June 29, 2015, 02:04:20 AM
Smoke is in the pipeline, sunset played in the back of my head, but this will be in cohesion with the other 80m wall, so no sunset for them. Animation maybe...
Title: Re: harbour 1100 AD
Post by: bobbystahr on June 29, 2015, 08:36:13 AM
Quote from: Dune on June 29, 2015, 02:04:20 AM
Smoke is in the pipeline, sunset played in the back of my head, but this will be in cohesion with the other 80m wall, so no sunset for them. Animation maybe...

Heh heh heh....Glad you cleared that up before I commented, "But won't that clash with the other wall, time of day wise?" Smoke will add 'animation' to the still image. To me smoke always helps move a still image.
Title: Re: harbour 1100 AD
Post by: Dune on July 04, 2015, 09:41:34 AM
While slowly building this thing up, I am also 'making' some people to roam the streets. Needed an old woman, substituted the original face by a photo (with quite some fiddling), and it turned out rather nice. This even is the lopoly version of the genesis figure.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 04, 2015, 11:03:32 AM
Quote from: Dune on July 04, 2015, 09:41:34 AM
While slowly building this thing up, I am also 'making' some people to roam the streets. Needed an old woman, substituted the original face by a photo (with quite some fiddling), and it turned out rather nice. This even is the lopoly version of the genesis figure.

Really well managed Ulco *****
Title: Re: harbour 1100 AD
Post by: Dune on July 06, 2015, 02:17:12 AM
Update X (crops). Lots to do still.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on July 06, 2015, 04:47:13 AM
so great, all these details...!
Title: Re: harbour 1100 AD
Post by: Kadri on July 06, 2015, 11:35:54 AM

Nice details Ulco.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 06, 2015, 12:13:33 PM
Agree, very detailed...I think maybe the dude on the dock ought to be more hirsute..cooler climes=more hair on the body..unless you're first nations or oriental.
Title: Re: harbour 1100 AD
Post by: Kadri on July 06, 2015, 12:24:25 PM

More variation on the wood texture and color too maybe.It is still a WIP and you might have this on your to do list probably.
Title: Re: harbour 1100 AD
Post by: Dune on July 07, 2015, 01:44:59 AM
I don't care too much about this guy, but I'll take care the rest won't be like him. Wood differentiation is more important. I had already observed that. There's a simple BW PF to get variation, but I might add a slighly yellower PF on top, or a few more. Thanks. That's why I post; to get input, feedback! The red stripes will be people by the way and the wall will be out. The funny thing is that I mainly worked with populations of houses and the small dingy, and just a few house objects. The editing is a terrific feature!!
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 07, 2015, 07:49:20 AM
Agree...a big WOO HOO for the editing function...a big fan myself...22+ hours on my project and counting as of now.
Title: Re: harbour 1100 AD
Post by: otakar on July 07, 2015, 11:50:27 AM
Impressive as usual. Would it be possible to stretch the roofs a bit with a powerfractal so that they are not so straight all the time? Probably is not noticeable unless up-close though. I really wonder how you keep all these objects organized, the network is driving me bonkers once I have added enough nodes.
Title: Re: harbour 1100 AD
Post by: Dune on July 08, 2015, 02:25:39 AM
I haven't tried the mesh displacer on these guys yet, being in constant anguish about the file to corrupt or some other error (in a previous file, I couldn't edit the instances anymore after a certain point). Just very carefully building this up, so no real messing about. I'll try some buildings to distort in a separate file, though, thanks for mentioning it again.

Annoying detail; I made the stone market building because I was told so, then another archeaologist came about and told me it can't be there, must be another building....mmm.

Organizing the network is important. You can group objects, give them additional names for easy location. But there aren't that many objects here yet; mainly pops.
Title: Re: harbour 1100 AD
Post by: Dune on July 09, 2015, 12:13:21 PM
Another annoying issue; I can't re-edit some instances any longer after changing the ground height, though disabling all elevation didn't solve the issue. No matter what I do, I have a few floating and ducking houses. Solution was to make a second pop and edit again, moving the houses to the old (and still visible) locations, after which I deleted the first pop. And that for 5 pops of 40 houses.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 09, 2015, 12:32:23 PM
Quote from: Dune on July 09, 2015, 12:13:21 PM
Another annoying issue; I can't re-edit some instances any longer after changing the ground height, though disabling all elevation didn't solve the issue. No matter what I do, I have a few floating and ducking houses. Solution was to make a second pop and edit again, moving the houses to the old (and still visible) locations, after which I deleted the first pop. And that for 5 pops of 40 houses.

Could this be considered a bug...I'd say so...editing is very important....
Title: Re: harbour 1100 AD
Post by: dorianvan on July 09, 2015, 03:52:43 PM
Wow, looking better all the time!
Title: Re: harbour 1100 AD
Post by: Dune on July 10, 2015, 01:56:06 AM
Update, low res. added some stone building for the elite. They'll need windows and shutters, and I will put some lights on the market (electric).
Matt is looking into the editing thing.
Title: Re: harbour 1100 AD
Post by: Kadri on July 10, 2015, 01:57:01 AM

Sweet :)
Title: Re: harbour 1100 AD
Post by: TheBadger on July 10, 2015, 01:37:46 PM
Wow man, so many things to look at!
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 11, 2015, 11:23:38 AM
Quote from: TheBadger on July 10, 2015, 01:37:46 PM
Wow man, so many things to look at!

ECHO  ECHO   ECHO    ECHO
Title: Re: harbour 1100 AD
Post by: TheBadger on July 11, 2015, 10:15:46 PM
Would make a pretty cool VR enviro too!
Title: Re: harbour 1100 AD
Post by: Stranded on July 11, 2015, 10:34:43 PM
It's scenes like this with such detail that got me interested in 3D in the first place... thank you for sharing your progress. Simply excellent..
Title: Re: harbour 1100 AD
Post by: Dune on July 12, 2015, 01:47:51 AM
Talking about VR; they are thinking about animation already, so that's good. First fill in all the details, still some time left.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on July 12, 2015, 05:38:09 AM
Quote from: bobbystahr on July 11, 2015, 11:23:38 AM
Quote from: TheBadger on July 10, 2015, 01:37:46 PM
Wow man, so many things to look at!

ECHO  ECHO   ECHO    ECHO


DOUBLE ECHO    LE ECHO    ECHO   CHO   O

Also Panorama for PC would be nice...
Like these: http://www.panorado.com/de/PanoramaGallery.php# (http://www.panorado.com/de/PanoramaGallery.php#)
Title: Re: harbour 1100 AD
Post by: Dune on July 14, 2015, 02:32:14 AM
My day started out well with an email from Matt; he has fixed the bug that made some pops uneditable, which is a great relief!

New update (crop), with some things to add, fix, move, delete, and check out.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on July 14, 2015, 04:00:03 AM
That's good news, Ulco!
Is there already a release date?
I have trouble with this too - and you know my crazy big populations  ;)


The Update looks very, very good! Nice to have a view at your way to work.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 14, 2015, 09:10:08 AM
Quote from: Dune on July 14, 2015, 02:32:14 AM
My day started out well with an email from Matt; he has fixed the bug that made some pops uneditable, which is a great relief!

New update (crop), with some things to add, fix, move, delete, and check out.

Does this mean an update is in the offing soon?
Title: Re: harbour 1100 AD
Post by: otakar on July 14, 2015, 11:58:22 AM
Overwhelming is all I can say! And the roofs are no longer straight! Just great, really.
Title: Re: harbour 1100 AD
Post by: Dune on July 15, 2015, 01:53:00 AM
I don't know about a real update, it's just an alpha update for the time being.
@Otakar: roofs just don't look that straight any longer because I changed some very straight lines in the texture, and greyed it a bit. But I will see what happens if I tilt the main object by 2º or so. Mesh displacer won't work with my objects, I tried. Too little polys, and the whole building collapses, and walls stick out in strange ways.
Title: Re: harbour 1100 AD
Post by: Hannes on July 15, 2015, 08:08:35 AM
Awesome, Ulco. Amazing details.
Title: Re: harbour 1100 AD
Post by: Dune on July 15, 2015, 09:55:44 AM
Ah, you're back safely! Good, and thanks, Hannes.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 15, 2015, 02:05:12 PM
Quote from: Dune on July 15, 2015, 09:55:44 AM
Ah, you're back safely! Good, and thanks, Hannes.

Hannes had gone walk about?
Title: Re: harbour 1100 AD
Post by: Dune on July 16, 2015, 02:36:24 AM
To Greece, of all countries, AND BACK!
Title: Re: harbour 1100 AD
Post by: Kadri on July 16, 2015, 02:39:23 AM

You could work as an separate image even on this only.Nice :)
Title: Re: harbour 1100 AD
Post by: mhaze on July 16, 2015, 03:02:59 AM
ditto :)
Title: Re: harbour 1100 AD
Post by: Hannes on July 16, 2015, 05:48:53 AM
Hi, y'all! Yes, I'm back from a wonderful vacation! The people were so warm and friendly. I really hope that there will be a way to keep the lives of these wonderful people safe.
Wonderful details, Ulco. Looking forward to the final result.

Για μας!!! (Cheers!)
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 16, 2015, 10:08:10 AM
Quote from: Hannes on July 16, 2015, 05:48:53 AM
Hi, y'all! Yes, I'm back from a wonderful vacation! The people were so warm and friendly. I really hope that there will be a way to keep the lives of these wonderful people safe.
Wonderful details, Ulco. Looking forward to the final result.

Για μας!!! (Cheers!)

Agree, I have many Greek pals here in Winnipeg and they're really worried from not being there and only hearing on the news re: what's happening there. Glad you had a nice time and I'm sure you met some cool folks there.
Title: Re: harbour 1100 AD
Post by: otakar on July 16, 2015, 01:35:57 PM
Quote from: Dune on July 15, 2015, 01:53:00 AM
...roofs just don't look that straight any longer because I changed some very straight lines in the texture, and greyed it a bit....

No matter what method used (though it's nice that you shared the details) the result looks really good. Of course it could be improved further by having some roofs in various stages of disrepair (example: http://www.featurepics.com/FI/Thumb300/20110115/House-Thatched-Roof-1757289.jpg), but that's just detail.
Title: Re: harbour 1100 AD
Post by: Dune on July 17, 2015, 02:34:14 AM
Thanks Otakar. I can do a lot in post (and I will), but they're also interested in animation, so I'll do as much as possible in TG. Smoke from (between) the houses will be another challenge. They didn't have chimneys in that time, but sometimes just holes (portholes) in the roof. Still have to figure out how to do that; possible a set of procedural dots, or a mask, then warp the columns.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 17, 2015, 08:48:17 AM
Quote from: Dune on July 17, 2015, 02:34:14 AM
They didn't have chimneys in that time, but sometimes just holes (portholes) in the roof. Still have to figure out how to do that; possible a set of procedural dots, or a mask, then warp the columns.

Sounds like you've already sussed that out.
Title: Re: harbour 1100 AD
Post by: Antoine on July 17, 2015, 10:09:55 AM
Very realistic works !
Title: Re: harbour 1100 AD
Post by: Dune on July 21, 2015, 02:19:49 AM
This may be getting boring, but here's another small update. Spend yesterday making an ancient windmill (and a shipwreck). This very small crop (at final size) took a mere 2 hours! At 0.5/4, without even soft shadows or soft reflections. So I am dreading the whole thing.
Up to make some guys sawing wood now... and a sailor for this ship.... etc....
Title: Re: harbour 1100 AD
Post by: Hannes on July 21, 2015, 03:12:32 AM
Impressing! The wood looks very realistic.
Isn't the thing the mill stands on a bit unstable? It looks as if it could fall over easily. Just my first impression.
Can't wait to see the whole thing.
Title: Re: harbour 1100 AD
Post by: archonforest on July 21, 2015, 04:12:34 AM
Beautiful work!
That wind mill looks crazy. Who had the idea to build something like that? I mean in the history...
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 21, 2015, 04:29:22 AM
Boring? never man, not ever...always interesting.
Title: Re: harbour 1100 AD
Post by: fleetwood on July 21, 2015, 09:33:56 AM
Very natural looking image.
This is not meant as a criticism at all, it has me wondering how commonly the people of that time put effort into preserving their hard work in constructing wooden windmills and boats with paints or pitch.
Title: Re: harbour 1100 AD
Post by: zaxxon on July 21, 2015, 11:10:22 AM
Ulco, as usual you continue to set new standards, even for yourself! I wonder if the Planetside team ever envisioned such possibilties for the software as these wonderful historical illustrations? Truly remarkable work! Like Fleetwood though, I have wondered about all the 'bare' wood.
Title: Re: harbour 1100 AD
Post by: Dune on July 21, 2015, 12:53:52 PM
Thanks for your kind words. And you got me thinking. I really don't know about paint, but I guess the people weren't as rich as we are nowadays, so didn't paint their stuff for the beauty of it. I can imagine though they tarred wood, or used natural preservatives (like the red stuff in Sweden). I'll pose some questions. It would be nice to have some colors, I agree.
I was also wondering about the pile of beams as a foot, and considered replacing it by a 'tripodlike'beam structure.

Made a horserider today, but I still need a saddle. More work to be done...

By the way, a quick test of the shipwreck.
Title: Re: harbour 1100 AD
Post by: j meyer on July 21, 2015, 02:06:51 PM
Looking at your wreck the frame/ribs seem to be a bit bulky/thick/massive
for such a vessel.
Are the wavy planks intentional?

Title: Re: harbour 1100 AD
Post by: Dune on July 22, 2015, 03:09:39 AM
You're right, though these really old vessels were kind of bulky. I have to look into it, but it took me quite a while to get this together. So the wavy planks are there because I couldn't properly map the sides; planar from one side, then pulling the points in the texture map by using 'drag'. I later also realized the tops of the hull beams are not worn at all, too square. I probably use the wrong method to build this anyway, it's all trial and error  ;)
It will be quite distant in this case, but I will do another one.
Title: Re: harbour 1100 AD
Post by: TheBadger on July 22, 2015, 03:16:54 AM
still looks pretty cool. Trouble is you have to be historically correct, otherwise it would be fine the way it is.
Title: Re: harbour 1100 AD
Post by: Hannes on July 22, 2015, 11:34:41 AM
Anyway, it loks cool!
Thanks for the reference image of the windmills. The lower parts of them look really strange. But as Badger said, you'll have to be historically correct, so the mills you've created look like the real ones.
Title: Re: harbour 1100 AD
Post by: archonforest on July 22, 2015, 11:53:05 AM
Very nice stuff!
Also thx for the ref image. Those mills looks very cool.
Title: Re: harbour 1100 AD
Post by: Dune on July 22, 2015, 01:25:33 PM
They are cool, I wish I had one in my yard  ;) But I replaced the base, which I did even before the archeaologist said I should. So all is well.
Also made a horseman (supposed to be very, very lowpoly), but I wanted his weapon to be on or off through a opacity function by PF and transform shader, but I couldn't get it to work. Strange, as it is the same method as color variation...
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 25, 2015, 02:47:47 AM
I'm guessing you messed with the PF scales...?
Does the whole top rotate to catch the wind?
Title: Re: harbour 1100 AD
Post by: Dune on July 25, 2015, 03:08:30 AM
The top cabin part is separate indeed, so I can rotate it. But the wings are not. They're hard to rotate anyway, or I would have set the ax on 0/0/0.... Well, that is an idea, come to think of it.
The 'world opacity' thing is a problem I encountered before with a herd of reindeer, but I don't remember what I did to get it to work. It should work, but it's not hugely important atm.
Title: Re: harbour 1100 AD
Post by: Dune on July 30, 2015, 02:52:43 AM
Nearing the end now (I can keep on adding stuff  ::)), just have to get rid of all mistakes, add more grasses and better herbs/flowers, and see what can be done about ugly stuff/details. Especially if you zoom in a render at max size (these crops are maybe 0.5% of the total), mistakes are clear. Like thatch roofs; keeping them low poly just won't produce refined results, though I could still try forced displacement (instead of bump) on these.
And I find that the quite warped water takes a lot of time, so I need to find out if warping the displacement is different from warping the underlying color structure and then displacing. I can imagine by warping small detail too much, some overlap may occur in wavelets, which practically halts the rendering process. And that will be worse when soft shadows are on and detail/AA is higher.
Title: Re: harbour 1100 AD
Post by: Kadri on July 30, 2015, 03:22:06 AM

Still nice details Ulco.
Title: Re: harbour 1100 AD
Post by: Hannes on July 30, 2015, 07:42:01 AM
Fantastic!
Title: Re: harbour 1100 AD
Post by: DocCharly65 on July 30, 2015, 08:45:07 AM
Great again! I always need so much time until I have recognized all details of your images... fantastic!
Title: Re: harbour 1100 AD
Post by: fleetwood on July 30, 2015, 10:17:14 AM
Looking good. Reminding me of Pieter Bruegel now.
Title: Re: harbour 1100 AD
Post by: bobbystahr on July 30, 2015, 11:24:13 AM
Quote from: fleetwood on July 30, 2015, 10:17:14 AM
Looking good. Reminding me of Pieter Bruegel now.

That's the artist I was thinking of but didn't mention as I couldn't access that part of my brain...high art in the making for sure as usual....
Title: Re: harbour 1100 AD
Post by: Oshyan on July 30, 2015, 06:49:31 PM
Warping in color space should be much less problematic than warping displacement, as far as I understand. Matt will hopefully correct me if I'm wrong. ;)

- Oshyan
Title: Re: harbour 1100 AD
Post by: Dune on July 31, 2015, 01:42:28 AM
Logically it should, as the warper PF is in 3D space.
Title: Re: harbour 1100 AD
Post by: mhaze on July 31, 2015, 05:24:51 AM
Wonderful detail!
Title: Re: harbour 1100 AD
Post by: Matt on July 31, 2015, 05:41:54 PM
Quote from: Dune on July 30, 2015, 02:52:43 AMI need to find out if warping the displacement is different from warping the underlying color structure and then displacing. I can imagine by warping small detail too much, some overlap may occur in wavelets, which practically halts the rendering process.

Are you using a colour shader and converting that to displacement? If you warp the colour and then convert that into displacement, it gives exactly the same result as converting into displacement and then warping the displacement. The warper just modifies the texture coordinates, and in both setups the thing that uses the texture coordinates is the colour shader.

Matt
Title: Re: harbour 1100 AD
Post by: Matt on July 31, 2015, 05:43:18 PM
Quote from: Oshyan on July 30, 2015, 06:49:31 PM
Warping in color space should be much less problematic than warping displacement, as far as I understand. Matt will hopefully correct me if I'm wrong. ;)

This is true if you don't use the warped colour to generate displacement. If you do, then you're warping displacement.

Matt
Title: Re: harbour 1100 AD
Post by: Oshyan on July 31, 2015, 05:46:16 PM
Yes, I realize now that you're warping a 3D color function, so the result is still warped 3D, and thus creates the same output. Right?

- Oshyan
Title: Re: harbour 1100 AD
Post by: Dune on August 01, 2015, 03:09:37 AM
I still think there should be a difference, or I get something wrong. Suppose you take a sinus, displace it up so you have neat straight rows of displacement, then warp this by some (other) color function (in 3D space); depending on where the whites and blacks are in 3D space, the sinus ribs will be displaced sideways, so some will move further out than other, hence overlapping could occur. Or am I wrong?
Title: Re: harbour 1100 AD
Post by: Matt on August 03, 2015, 04:19:27 PM
Quote from: Dune on August 01, 2015, 03:09:37 AM
I still think there should be a difference, or I get something wrong. Suppose you take a sinus, displace it up so you have neat straight rows of displacement, then warp this by some (other) color function (in 3D space); depending on where the whites and blacks are in 3D space, the sinus ribs will be displaced sideways, so some will move further out than other, hence overlapping could occur. Or am I wrong?

What you're describing is displacement upon a displacement. But warping (also known as "domain distortion" or "domain warping") is a different thing, which warps the texture coordinates of the original function, and that function doesn't know that it will eventually be used to generate some displacement.

Matt
Title: Re: harbour 1100 AD
Post by: Dune on August 04, 2015, 03:07:22 AM
OK. Thanks Matt, good to know I'm not in trouble with overlapping waves then.

And while I'm here, some more small croptests.
Title: Re: harbour 1100 AD
Post by: Kadri on August 04, 2015, 03:17:34 AM

Nice! Close to finish?
Title: Re: harbour 1100 AD
Post by: DocCharly65 on August 04, 2015, 03:19:16 AM
Very nice!

The first one remembers me to the times when I was a little boy and read The adventures of Tom Sawyer and Huckleberry Finn  :)
Title: Re: harbour 1100 AD
Post by: Dune on August 04, 2015, 06:05:55 AM
Thanks. Yes, close to finish. Client is on holiday, so I've got time for other stuff while I wait for final green light. And then rendering... luckily I just ordered my new 6-core machine.
Title: Re: harbour 1100 AD
Post by: Kadri on August 04, 2015, 06:11:27 AM

6 core...Great :)
Title: Re: harbour 1100 AD
Post by: archonforest on August 04, 2015, 06:21:39 AM
Quote from: Kadri on August 04, 2015, 06:11:27 AM

6 core...Great :)

now we talkin'!
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 04, 2015, 10:07:13 AM
Beauty. Of specific interest is the way you've "animated" this still image with the poses of the characters....well done Ulco. Love the kids playin by the shore. Can almost hear the giggles. 8)
Title: Re: harbour 1100 AD
Post by: kaedorg on August 04, 2015, 10:09:55 AM
Happy for your 6-core. Hope that you'll give some infos about your machine and how it works for render times.

David
Title: Re: harbour 1100 AD
Post by: Matt on August 04, 2015, 09:28:16 PM
Quote from: Dune on August 04, 2015, 03:07:22 AM
OK. Thanks Matt, good to know I'm not in trouble with overlapping waves then.

Actually it can be a problem if you warp displacements so much that they fold back on themselves. I was just saying that it doesn't help to warp the colour instead, because it still ends up warping the displacement in the same way.

Matt
Title: Re: harbour 1100 AD
Post by: Dune on August 05, 2015, 12:44:05 AM
Ah, but that was my concern from the start! Mmmm. But if you warp the underlying color and then displace up (or up and down), you won't have that problem I figured.
So suppose I really wanted the water shader to produce the waves, I can take them through a displacement to scalar, then warp, then add displacement again. Instead of warping the water shader as is.
Title: Re: harbour 1100 AD
Post by: Matt on August 05, 2015, 04:43:52 PM
Quote from: Dune on August 05, 2015, 12:44:05 AM
Ah, but that was my concern from the start! Mmmm. But if you warp the underlying color and then displace up (or up and down), you won't have that problem I figured.
So suppose I really wanted the water shader to produce the waves, I can take them through a displacement to scalar, then warp, then add displacement again. Instead of warping the water shader as is.

My understanding is that that would not solve any problems you have with warping, but if works for you I'd be interested to see how it differs and try to understand why.

Matt
Title: Re: harbour 1100 AD
Post by: Dune on August 06, 2015, 02:18:49 AM
We might have a misunderstanding, I guess, but I'll see if I can figure out the difference in reality instead of my theoretical blabla. I've taken out most warp in the river anyway, so it's not that important anymore.
Title: Re: harbour 1100 AD
Post by: Dune on August 20, 2015, 07:50:03 AM
Nearly finished, here in final image ratio. Some stuff to be added; small boy sitting on pier on right, some flocks of birds in sky and above water, change of sail color middle ship, addition of 2 'seaman' on the front ship...
And I need to think whether I like this sky. I don't want to make it heavy (it should be a nice summer day), but am not entirely satisfied with the clouds. It's taking up a lot of space on the 1230x385cm wall, so it should be interesting.
I had to add some yellow in post, as the render was rather cool, so I might think about atmo settings too. Watery Dutch light would be nice, perhaps add some very hazy big low clouds.

The final will be printed on canvas with a series of led lights behind it, which might even be computer controlled for some light effects. Should be very nice, I think.
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 20, 2015, 08:06:53 AM
Bash on my friend, I'm already too gob smacked to even comment....super image...and computerized lighting...bonus.
Title: Re: harbour 1100 AD
Post by: Hannes on August 20, 2015, 08:37:58 AM
That looks so f****** fantastic!!!! I love images you can stare at, discovering some more details even an hour later.
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 20, 2015, 08:40:56 AM
Quote from: Hannes on August 20, 2015, 08:37:58 AM
That looks so f****** fantastic!!!! I love images you can stare at, discovering some more details even an hour later.

hear hear
Title: Re: harbour 1100 AD
Post by: Kadri on August 20, 2015, 08:41:16 AM
With all the details it looks great Ulco :)
Title: Re: harbour 1100 AD
Post by: mhaze on August 20, 2015, 09:39:42 AM
Superb!
Title: Re: harbour 1100 AD
Post by: j meyer on August 20, 2015, 01:02:17 PM
Always nice to watch these illustrations develop.
Agree about the sky.
A "Flying Dutchman" maybe? ;)
Title: Re: harbour 1100 AD
Post by: AP on August 20, 2015, 05:51:25 PM
Very, very impressive.    8)

Would it be a type of lighting control system that alters the colors and dimming? For example if they want a faked sunset to occur.
Title: Re: harbour 1100 AD
Post by: otakar on August 20, 2015, 06:42:49 PM
Pretty good, but you should do something about those red circles all over the place.

Just kidding, of course :)

This is again TG mastery on display. The sheer variety of stuff you manage to incorporate into a scene is just astounding. Of course making objects specifically for a project is a great help but you also need the patience and eye to put it all together so it gives a realistic impression. A particular thing I need to point out is your ground cover here. Just love the diversity, that's on another level from most everyone here. The sky seems fine to me, btw.

I'd love to see the display in person one day...
Title: Re: harbour 1100 AD
Post by: Gannaingh on August 20, 2015, 11:45:11 PM
Fantastic, as always!
Title: Re: harbour 1100 AD
Post by: Dune on August 21, 2015, 02:09:06 AM
Thanks, guys. After a while I get kind of afraid to work on it. So much work gone in that I am always expecting it to collapse, or explode or that I just can't load it anymore.

I don't exactly know about the features this lightwall has, whether it's just plain, even light or can be increased or decreased, or color changed in places. Should be opened in October and after that you'd just have to visit the city of Venlo for a real viewing. I, for one, can't wait.

Here's some tests I didn't post yet. The jetty still gets the kid.
Title: Re: harbour 1100 AD
Post by: Kadri on August 21, 2015, 03:02:19 AM

Sweet.First one especially.
Title: Re: harbour 1100 AD
Post by: AP on August 21, 2015, 03:37:56 AM
Maybe post some video of the exhibit if you can.
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 21, 2015, 09:33:16 AM
Is the water turned off on that boat detail?..Also I like the rafts but they're missing the ropes that bind the logs together..."Nit Pickin Bobby"
Title: Re: harbour 1100 AD
Post by: Dune on August 21, 2015, 10:01:22 AM
Yes, water turned off for speed. I just wanted to check the density of bush and trees in distance. And the ropes I purposely left out. Easier to add in post.
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 21, 2015, 07:37:18 PM
Quote from: Dune on August 21, 2015, 10:01:22 AM
Yes, water turned off for speed. I just wanted to check the density of bush and trees in distance. And the ropes I purposely left out. Easier to add in post.

thanks..I get all that, once explained....I'm old and easily confused lately it seems, heh heh heh
Title: Re: harbour 1100 AD
Post by: Dune on August 22, 2015, 02:45:53 AM
I think I got a better sky now, not too obtrusive, calm, etc. And some more tests. They wanted a slight turn of the camera so I did, but obviously made a mistake in the angle calculation.
Title: Re: harbour 1100 AD
Post by: bobbystahr on August 22, 2015, 03:08:01 AM
Quote from: Dune on August 22, 2015, 02:45:53 AM
I think I got a better sky now, not too obtrusive, calm, etc. And some more tests. They wanted a slight turn of the camera so I did, but obviously made a mistake in the angle calculation.

so it's not going to be a tryptych then?
Title: Re: harbour 1100 AD
Post by: DocCharly65 on August 22, 2015, 07:29:15 AM
Quote from: bobbystahr on August 22, 2015, 03:08:01 AM
Quote from: Dune on August 22, 2015, 02:45:53 AM
I think I got a better sky now, not too obtrusive, calm, etc. And some more tests. They wanted a slight turn of the camera so I did, but obviously made a mistake in the angle calculation.

so it's not going to be a tryptych then?

I thought the same.
Looks so great!
The first one with that old photography-look is my favorite.
Title: Re: harbour 1100 AD
Post by: Dune on September 01, 2015, 12:17:07 PM
FINISHED! After 122 hours of rendering, and the result is awesome. Now some post and they can go printing.
Title: Re: harbour 1100 AD
Post by: DocCharly65 on September 01, 2015, 01:26:09 PM
Congratulations - must be an incredibly great feeling!  :)
Title: Re: harbour 1100 AD
Post by: Dune on September 02, 2015, 02:04:33 AM
Thanks, Nils. It is. I can't stand waiting, especially when thunderstorms are passing. I watched the last buckets like I used to watch Santa Claus coming  ;)
Title: Re: harbour 1100 AD
Post by: Kadri on September 02, 2015, 02:29:41 AM

Congrats Ulco. The render length is nearly animation long :)
Title: Re: harbour 1100 AD
Post by: AP on September 02, 2015, 03:02:29 AM
A little over five days. Golly!   

If your residence is fully grounded and your computer is on a battery backup, you should be good.
Title: Re: harbour 1100 AD
Post by: Hannes on September 02, 2015, 04:40:45 AM
WOW!!! Worth the waiting! Congratulations, Ulco.
Title: Re: harbour 1100 AD
Post by: Dune on September 02, 2015, 06:04:19 AM
Thanks guys. Render is 22140x6971px, made in 3 frames of 7380x6971px. Next commission is a bit smaller, pff.
Title: Re: harbour 1100 AD
Post by: bobbystahr on September 02, 2015, 09:10:10 AM
Quote from: Dune on September 02, 2015, 02:04:33 AM
Thanks, Nils. It is. I can't stand waiting, especially when thunderstorms are passing. I watched the last buckets like I used to watch Santa Claus coming  ;)

been there but not at 122 hours...nerve wracking that stuff.
Title: Re: harbour 1100 AD
Post by: Dune on November 06, 2015, 03:23:29 AM
Some photo's of the setup of the wall. The crinkles are out  :)
Title: Re: harbour 1100 AD
Post by: mhaze on November 06, 2015, 03:40:35 AM
One Word...WOW!!!
Title: Re: harbour 1100 AD
Post by: DocCharly65 on November 06, 2015, 03:51:24 AM
Wow! That last 3 renders look so real! How did you make these realistic looking craftsmen???!!!

Sorry could not resist making this stupid joke  ;) ;D

Congratulations! Must be a happy feeling for you seeing your work like this.  :)
Title: Re: harbour 1100 AD
Post by: AP on November 06, 2015, 03:55:47 AM
Sometimes, bigger is better.

In all seriousness though, that is quite an accomplishment.
Title: Re: harbour 1100 AD
Post by: Dune on November 06, 2015, 04:01:47 AM
@Nils;  ;D ;D I wish I could, sigh.
Title: Re: harbour 1100 AD
Post by: Jo Kariboo on November 06, 2015, 08:51:17 AM
Very impressive, congratulations Ulco !  :D
Title: Re: harbour 1100 AD
Post by: bobbystahr on November 06, 2015, 10:14:19 AM
Well conga rats are in order once again...wish I had wings to see this masterpiece....
Title: Re: harbour 1100 AD
Post by: Kadri on November 06, 2015, 10:29:19 AM

Sweeeeet  ;D
Title: Re: harbour 1100 AD
Post by: Hannes on November 06, 2015, 10:33:37 AM
Wow, that looks fantastic! Congratulations, Ulco! Must have been great to see your baby in full glory.
Title: Re: harbour 1100 AD
Post by: j meyer on November 06, 2015, 11:29:12 AM
 :) Yep,another cool sight again!
What material it's printed on?
Title: Re: harbour 1100 AD
Post by: Dune on November 06, 2015, 12:26:32 PM
Some kind of plastic covered canvas, heavy stuff. The print looks awfull in broad daylight (too dark), so it really needs backlight.
Title: Re: harbour 1100 AD
Post by: Hetzen on November 07, 2015, 07:56:58 PM
Brilliant Ulco. Great piece. Fantastic framing. Bravo! :)
Title: Re: harbour 1100 AD
Post by: Dune on November 08, 2015, 02:47:56 AM
Thanks, Jon.
Title: Re: harbour 1100 AD
Post by: masonspappy on November 08, 2015, 08:55:49 AM
Wow,  that is a beautiful piece of work!
Title: Re: harbour 1100 AD
Post by: TheBadger on November 08, 2015, 10:31:15 PM
cool
Title: Re: harbour 1100 AD
Post by: mhaze on November 09, 2015, 03:41:59 AM
Must be very satisfying to see it it go up after all your hard work - looks great.
Title: Re: harbour 1100 AD
Post by: otakar on November 09, 2015, 12:40:57 PM
Oh my god, that is huge! I think in my trip of the area (some day soon I hope) I will need to pass by those museums (Limburg and this one).
Title: Re: harbour 1100 AD
Post by: Dune on November 10, 2015, 03:07:34 AM
This is in one museum, the Limburgs Museum in Venlo. Mainly archaeaoligical (got the spelling always wrong) stuff.
Title: Re: harbour 1100 AD
Post by: otakar on November 10, 2015, 12:19:04 PM
Oh did not realize that! Perfect then, just one spot to hit. :) Always wanted to check out the Netherlands, Amsterdam, Antwerp, Keukenhof, Leiden, all the cool museums... I guess that is plenty already for an itinerary  ;D
Title: Re: harbour 1100 AD
Post by: Flythru on November 20, 2015, 07:33:33 AM
Wow, Amazing work, puts the pixel count into perspective. So much detail.

Title: Re: harbour 1100 AD
Post by: Agura Nata on January 07, 2019, 03:44:41 AM
Fine works!
Title: Re: harbour 1100 AD
Post by: zaxxon on January 08, 2019, 10:27:52 AM
Congratulations Ulco, an amazing creation. I would love to see it in person!
Title: Re: harbour 1100 AD
Post by: Dune on January 08, 2019, 12:23:38 PM
Just come over, Doug. You're most welcome!
Title: Re: harbour 1100 AD
Post by: bla bla 2 on January 08, 2019, 03:24:45 PM
Ulco, You have make this how for put to museum ?
Title: Re: harbour 1100 AD
Post by: Dune on January 09, 2019, 01:27:12 AM
What do you exactly mean, Bastien? How I made it or how it's presented in the museum?
Title: Re: harbour 1100 AD
Post by: bla bla 2 on January 09, 2019, 01:14:36 PM
Quote from: Dune on January 09, 2019, 01:27:12 AM
What do you exactly mean, Bastien? How I made it or how it's presented in the museum?

Yes, and you ask or to presented in the museum, in the museum ? at the museum or town hall of the city ?
Title: Re: harbour 1100 AD
Post by: Dune on January 10, 2019, 03:12:02 AM
I can't tell you how I made it (that would cover a few pages), but I can tell you where this 12x4m hindlit wall (and my 85x3m wall) can be seen: https://www.limburgsmuseum.nl/nl/ (https://www.limburgsmuseum.nl/nl/) So, it's at the Limburgs Museum in Venlo, south of the Netherlands, a few hundred meters from the station.
Title: Re: harbour 1100 AD
Post by: René on January 10, 2019, 05:26:17 AM
I've been there, specifically to view Ulco's wall. You have to see it to believe, it's incredible.