this is what i've been up to lately... and pc games.
featuring two of the new NWDA high quality fir trees.
i used the painted shader a lot on this one, for masking populations, texture masking, and displacements.
other objects-
NWDA dog rose
3 nwda grasses ( 1 from wild fresh grass pack 2 & 2 from wild fresh grass pack 3)
mr lamppost's clover
rendering time : 2hrs 19min
comment, critques, & suggestions welcome.
dark, but sweet smelling!...looking good so far, maybe a little too dark, but that is just me(probably!)
I like it, though I think it may be too dark also. That's how you like them. The details would stand out better if the images were a little brighter IMHO. An old technique from he bitmap days of gaming was to use blues and grays for darker effects.
(A friend of mine gave me an old Amiga 2000 he had. I've been playing Eye of the Beholder. Great game!)
funny, it doesn't look that dark to me, maybe its my display, not as dark as some of my other renders (like say the halloween render)
there is a light source, i'll increase the intensity, experiment some...
lighting, ground surfacing and populations are what i'm focusing on.
over the holidays i got Fallout 3 GOTY with all the add-ons.
J'ajouterai un cheval avec un cavalier et des champignon. Pour plus de détails. ;)
I used the color management tool in Windows 7 to adjust my monitor. Since then, Frank has not reported that my renders are too dark. Maybe he gave up telling me?
See if your monitor driver has an update. That may make a difference.
forgot to post yesterdays render, i'll have to wait until get home again to post it.
i'm doing another render right now, i changed the spacing some on the Fir trees, and changed the settings on the lightsource some, looks better now.
TG2 actually crashed on me, hasn't done that in a long time....
so here is a smaller version, with new lighting & population density.
C&C welcome.
This new lighting is much better. The forest still has the mystery, but the lead in elements are more apparent. This is coming along well.
agree with Henry, looking good!
bigger this time.
GI surface details were used this time.
the 2 clover populations take a long time to calculate, their spaced very close to each other.
i'm happy with this scene, I've done scenes like this in the past, but i hadn't made one with hilly or mountainous terrains
again, C & C welcome.
Nice work!
i'm rendering another version, with somewhat denser grass, and higher GI think,
Quote from: njeneb on January 17, 2011, 01:07:50 PM
(A friend of mine gave me an old Amiga 2000 he had. I've been playing Eye of the Beholder. Great game!)
henry, i remember when my dad's high school had Amiga 2000 computer, along with the video toaster, back in the early 90's
i must have been 11 or 13 at the time, i thought it was pretty awesome, i wanted to try it out.
then when i was in high school we had Lighwave 3D.
Quote from: bla bla 2 on January 17, 2011, 02:38:56 PM
J'ajouterais bien un cheval avec un cavalier et des champignons. Pour plus de détails. ;)
I would like to add a horse with a rider and mushrooms. For more details ;)
I had a Video Toaster and a Video Flyer later.
i could add mushrooms.
i managed to render it larger, without any problems
i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.
a night version is on the way. :)
Quote from: zaai999 on January 21, 2011, 10:47:40 AM
i could add mushrooms.
i managed to render it larger, without any problems
i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.
a night version is on the way. :)
looks great, about the sparkles/pixie dust....GI surface details on? maybe that is affecting this?
actually i think the sparkles apeared on both GI surface detail & no GI surface detail renders.... so i dont think its that. (see the first render)
Quote from: inkydigit on January 21, 2011, 10:56:50 AM
Quote from: zaai999 on January 21, 2011, 10:47:40 AM
i could add mushrooms.
i managed to render it larger, without any problems
i'm not sure about how i'm getting the specks, or sparkles on the ground in the foreground, need to figure out whats doing that.
a night version is on the way. :)
looks great, about the sparkles/pixie dust....GI surface details on? maybe that is affecting this?
Looks really good now. The sparkles may be coming off the power fractals spike limit/roughness settings. I reduce these to 0.15 and 0.4 to make smoother areas 'smoothier'.
i know what your thinking, he did another dark render..... :D
the darker lighting is intentional, i didn't use a light source, because the lighting in the previous renders wasn't what i was going for, i was trying to capture the lighting of a dense forest
this was post-worked though (lighting adjustment)
object credits
2 NWDA Fir trees
Dogrose by NWDA
3 NWDA grasses
2 clovers by Mr. Miley
Mushrooms by Orge
Detail .85
AA 6
GI 2/2
this took around 6 hrs.
Comments, critques & suggestions welcome.
J'adore ça rend bien.
I like this render good. ;)
Very nice painterly render , Zaai999 :)
this actually looks very nice :)
Unfortunately the reddish plant and the mushrooms ain't quite on par with the quality of the other vegetation. I'm convinced if you'd used any other high Q models instead, plus added some sand / small pebbles to the pathway texture, this could look very photo realistic.
The high contrast touch is nice, I like that, but still I think some detail should be visible in the currently pitch black areas.
Cheers,
Frank
bla bla 2 wanted some shrooms, i guess i could leave them out in the next one.
i think i will restrict the red plants to the background, i'll extend the mask farther into the distance - i know they dont look that good but i kinda like them.
I like the placements of the shrooms and the redplants, too, don't get me wrong. It's just that this near to the camera, they give the image away as CG too easily.
totally, there is a sand texture but it needs some work, i know, i added some pebbles/small rocks, i have the NWDA fake stones pack but for some reason the pebbles appear to be solid white, but the displacement on the FS seems to be there.... doesn't look so good.
personally one of my favorite parts in this image the lighter area in the background (the colors/hues) wanna do a close close up of that.
Quote from: FrankB on January 26, 2011, 02:59:22 AM
I like the placements of the shrooms and the redplants, too, don't get me wrong. It's just that this near to the camera, they give the image away as CG too easily.
Very good work here with superb light and contrast.
on the money here... love it!
Cool image. I like the fact that you didn't use extra lightsources here. I tried something similar to this some time, but didn't get nice results quickly and dropped the idea since.
I agree that the sand path needs some more texturing and bump. I think that would really the best improvement for this image.
Other than that I think you have nailed it.
Cheers,
Martin
hehehehe :D
Quote from: Tangled-Universe on January 28, 2011, 09:14:00 AM
I tried something similar to this some time, but didn't get nice results quickly and dropped the idea since.
Cheers,
Martin
working on the path right now, experimenting with dandelO's new sand shader along with displacements.
seems like i'm getting ok results,
Like all the versions of your image Zaii,
They all give me a creepy feeling in a good way.
Where's little red riding hood? :)
a update of sorts.. no new renders yet - maybe later today or tomorrow.
some of the earlier renders had some subtle displacements on the path.
turns out at some point or another the path displacements had been been unchecked, not sure when i did that... its back on now.
considering deeping it some.
would have posted these earlier, but I've been batch converting thousands tiff files with PS and haven't been able to post-work these sooner.
2 renders - the first with 1 environment light (GI) and the 2nd with 2 environment lights (GI & AO)
notice the pebbles in the foreground, that's actually the SandelO shader but for some reason it seems go away in the distance.
I'm not sure about the second one, i like the lighting in the foreground and on the leaves, but i'm not getting much detail / lighting on the tree trunks.
comments and suggestions welcomed.
This image has evolved beautifully. You might consider adding a few darker grasses among the lighter ones to achieve some variation.
the 2nd one
Looking good!
One of the best TG images I've ever seen this. Beautiful and mysterious.
monks
added walli's new plant
using the 2 environment lighting system again.
C&C welcome
Creepy way through with these 'ready to attack' plants awaiting.... great lighting, but I'd put some gravel on the path. Just a 'highest raise' merged stack of some small fake stones and sand.
Yep, Walli's cacti really add menace. Good choice!
thinking of making the white flowers on the cacti a different color, like dark purple, blue, or violet, might make them seem a little more menacing...
Looking good, Lane. :)
Just a thought, are you using RTE for any of these? The sand seems to be blocky and has very little definition in 2 of them. Ray tracing the planet surface doesn't really work well with displacements.
You should probably deactivate the glittering in the sand layer too as you seem to be picking up highlight specks in places that they shouldn't appear, I imagine you have a secondary light source close to the foreground that's lighting them up in funny places. It's not a great sparkling function that will fit into any scene as it relies on direct front lighting to work best.
You could maybe raise the diffuse colour of the trunks to a higher level, even above '1', if it isn't already, to get more details on the trunks in this dark setting, if the lighting isn't doing it from its current position. Raising render contrast and/or exposure might be good too.
Hi
Fine forest and way through.
The plants in the foreground appear to me too brightly green.
ciao
Naoo
yes, dandelO i was using raytrace everything, its been unchecked now.
Quote from: Naoo on February 11, 2011, 11:03:21 AM
The plants in the foreground appear to me too brightly green.
most of the these renders have been postworked in photoshop, to fix the some of the darker lighting in the originals.
back at the forest again, with new pov
i'm happy with this render, things turned out a bit brighter in some areas.
render time was a little over 3 hours
C&C welcome.
Very good work. I'd like to see you move the camera very close to the ground so that you could get both the ground plants and the sky ...nice image here.
Quote from: choronr on March 11, 2011, 01:50:30 PM
Very good work. I'd like to see you move the camera very close to the ground so that you could get both the ground plants and the sky ...nice image here.
yes, of course, but first i need to remake the ground - its need of some improvements. the populations in the BG could use some work too,
this is just the lighter enchanted version of the forest, i have yet to make the truly evil version. ;)
btw- i'm trying a version with RTA, with the sun shining through the spruce needles,
an update- i think i got the LIGHTING just right, the way i want it too be. :)
i'm currently rendering a high res version with a view of the ground, and the sky, hopefully it will be done when get home.
had a few setbacks with last few, one was too dark, and another one the density shader on walli's cacti was accidentally turned off..
Whintozhon forest, before the transformation (evil)
this path is one of the several trails that connect the deserts of higokhosk from the wastelands of khann.
the forest is vast and wandering to far off the trail is not recommended.
some villagers claim they hear the trees whispering in a ancient language they cannot understand....
for me tolkien/mirkwood was an inspiration for this one
final for now. i used the light source this time, but i decreased the intensity quite a lot, so it might be hard to tell i used it.
C&C welcome.
Well done. Your perseverance with this project has really paid off.
What an improvement from your first version. Well done.