Columnar Rock file share by mhaze....one of my favorites...
Increase small and tiny displacements in surface layers
Change scale and seed
More experimenting...someday I will add some trees, etc...
Go on playing with it! Nice Start!
Both very nice iterations...keep on tweaking...yer onna roll!
Cloud stuff, low sunrise...as always WIP
Sunrise showed a nice path, but it would be a long walk......
Still renders in 40 minutes.
Increase quality on haze....to do...now at 50
hi, luvsmuzik.
The lower part of "sunrise strata 2" has the right size for the vertical structures, imo.
Embedded in a major other rock structure (smaller, rougher) this could be a more diverse and interesting view, I can imagine.
Using it on a complete hill/mountain-side is a bit too much for my taste.
Keep tweaking.
Cheers, Klaus
@ KlausK..Thank you for the suggestions. Everyday I try something, so I will dissect the displacements to see if I can mask some of it out I understand what you are saying. I barely know what I do, but don't mind trying :)
Here I tried a little homemade lodge and going up and away for a more realistic vantage point. I will build on this view for awhile yet.
Edit,,,,I see I should scale my trees larger or dwelling smaller. I am using scale for urban trees rather than true forest scale maybe. Watching a few films lately.....I have dwarf trees... ;D
still WIP
Looks promising.
Checking....atmo at 3, sun at 15..just for the heck of it. ;D
Interesting, good test.
Quote from: bobbystahr on July 07, 2017, 08:40:52 AM
Interesting, good test.
Thanks bobby!
Not extremely happy with this, but it is a different POV and scale trial. I masked some of the stone coverage here also. It looks a little too painterly to me now but I will keep tweaking. :)
Quote from: luvsmuzik on July 11, 2017, 12:42:38 PM
Quote from: bobbystahr on July 07, 2017, 08:40:52 AM
Interesting, good test.
Thanks bobby!
Not extremely happy with this, but it is a different POV and scale trial. I masked some of the stone coverage here also. It looks a little too painterly to me now but I will keep tweaking. :)
Y know, printed on a canvas textured paper this would look lovely for all the painterlyness
I go to these file shares again and again for help with the node setup. Someday I may just surprise myself and make my own.....
mhaze and Dune...nodes for rock formations, thanks guys!
More modifications of this great file share by mhaze
http://www.planetside.co.uk/forums/index.php/topic,23444.msg237239.html#msg237239
I changed the terrain seed in clouds 2 and maybe tweaked the altitude, coverage, and cloud height a bit here and there. Preview was taking 7 minutes, so I lowered coverage, leaving voxel settings. lighting, etc as is.
Render time clouds2, with cumulus clouds 3:44:12
Terrain without clouds renders in about 30 minutes or less.
micro 0.6 and AA 4.
I am also enhancing displacement and color on most PFs, don't know if this applies with free version? But I am pretty happy anyhow. :)
really like the cloud structure in clouds 2 but both are nice
The last two are some of your best. Very nice work, also on the color scheme.
Thank you Dune and bobby stahr!
Still fiddling with mhaze's Rock Study....so many variables....so fun to try.... :)
New seeds, scale, and rotate to emulate strata :)
A lot of those images look like movie sets(The Movies I watch anyways). The transitions between rock and sand are excellent. Good Work!
Quote from: J_Con on August 23, 2017, 01:37:13 AM
A lot of those images look like movie sets(The Movies I watch anyways). The transitions between rock and sand are excellent. Good Work!
Thank you J_Con!
I would do nothing without all this help!
WIP This one is Dunes Rock Face for TG free......modified....I see here eroded ruins.
I will add back the clouds and some veggies for the final :)
:)And I too agree....like telling Yoda... :)
Getting into Close Encounters of the Third Kind territory now. :)
Clouds help perspective :)
Nice rocks.
Thanks Kadri!
This one is Dune's Rock Face2 for TG free......with new seed8716...and of course scaling and other minor modifications
Near and far views
Today's doodle Moss3 tgo file share AP
I think it needs a raptor in the fog :)
And a pop of prehistoric foliage...there's some from XFROG freebies I think.
:)
The Strange Island of Dr. Moreau comes to mind.
Wow, so great landscapes!
Now and then I think I am too stupid for TG ;)
@Dune...Thankyou! I succeeded then if this appears creepy! I should tighten up the quality on that mist and I will. :)
@Dragonfire...Such a compliment! Thankyou! Someday perhaps I can combine as you do and have a surprise! :)
Okay going for some dense foliage and going to attempt a small stream in the foreground next.
Moss 3 AP (file sharing)
Late summer grass by masonspappy here. (file sharing) Thanks again!
....one ridge over.....
Change one little powerfractal color...just messin' :)
Your grass seems to be floating in front of the rockwall. Did you set a slope restraint and rotate to ground?
Quote from: Dune on September 04, 2017, 01:35:52 AM
Your grass seems to be floating in front of the rockwall. Did you set a slope restraint and rotate to ground?
You are probably correct. I was using the moss object to imitate leafy vines. Scale is probably too large and not anchored right for closeups. I will work on a fix. Thanks!
As you can see the whole terrain has a few issues.
Getting closer :)
Trying to add foliage.
Second set is test of node system on new terrain.
I think my unit said...."I have noooo idea, do you?"...and did this. :)
Quote from: luvsmuzik on September 08, 2017, 04:08:26 PM
I think my unit said...."I have noooo idea, do you?"...and did this. :)
How the heck did you get upside down strata? Very interesting image.
Bobby: if you do a lateral displacement (after compute terrain) and then a strata shader, you get overhanging strata as well.
Something simple like this (even without compute terrain) as a start.
Quote from: Dune on September 10, 2017, 02:02:47 AM
Bobby: if you do a lateral displacement (after compute terrain) and then a strata shader, you get overhanging strata as well.
Something simple like this (even without compute terrain) as a start.
That must be what happened above. ^^^ The original file share did not have compute terrain nodes and I stuck some in there. :) I just am fiddling changing terrain seed and scalar and scalar seed, displacement strength etc.
Here is today's experiment. :)
Before and after....issues, issues...
I tried to put a low pink haze on this and the calcified rock is a little too strong....WIP
Still rendering in 40 minutes or so with two atmospheres and haze.
Quote from: Dune on September 10, 2017, 02:02:47 AM
Bobby: if you do a lateral displacement (after compute terrain) and then a strata shader, you get overhanging strata as well.
Something simple like this (even without compute terrain) as a start.
Ulco...had a hour or so with this before the gig last night and it's wonderfully adaptable to the Bobby Mind...thanks again...will post something when I get a final...
Speaking of lichen....
Quite by accident I hit upon this with a lateral displacement. My rock wall resembles tree bark I think. Going to try this on a tree object and see what happens. :)
Quote from: Dune on September 10, 2017, 02:02:47 AM
Bobby: if you do a lateral displacement (after compute terrain) and then a strata shader, you get overhanging strata as well.
Something simple like this (even without compute terrain) as a start.
here's where I took it Ulco and thanks again. Lovely water by Ade shared over on facebook. Still a bit lo res. C&C please.
Quote from: Dune on September 10, 2017, 02:02:47 AM
Bobby: if you do a lateral displacement (after compute terrain) and then a strata shader, you get overhanging strata as well.
Something simple like this (even without compute terrain) as a start.
Overhang tgd. with clouds and haze, render time 40 minutes 0.6 detail, AA4. Thank you for that setup! More to explore!
Is that bleached out effect on purpose? You don't really see any overhangs now.
EDIT: I'll add some stuff to this setup for you to play; see file share later.
Quote from: Dune on September 13, 2017, 01:57:55 AM
Is that bleached out effect on purpose? You don't really see any overhangs now.
EDIT: I'll add some stuff to this setup for you to play; see file share later.
Oh cool! Thanks!
I was so carried away with my clouds, I didn't really do a good camera angle on that one ^^^^. Here is another POV without the clouds. :) Soft shadows @ 1.5 and 18. I really want some water in there....like a dripping water fall..but oh well :)
Now that's a really nice POV...water dripping is a chimera
Definition of chimera
:an illusion or fabrication of the mind; especially :an unrealizable dream
a fancy, a chimera in my brain, troubles me in my prayer —John Donne
His utopia was a chimera.
:)Thank you bobby! I learn something here everyday.
I too am watching, learning from others about vector displacement. I know the simple road setup with the simple shape shader uses a curving method. I am trying to figure out how the preview for terrain is similar in this overhang strata tgd. Some of my experiments are rather bizarre and others not so bad. I get my xyz confused also, so go figure, ha. Always fun. :)
Generated terrain, strata, displacements, and water with low reflection and volume density.
Schmeerlap's 2012 hidden waterhole tutorial modified.
You should think about fractals as (invisible) clouds in the TG space; whites do something, blacks do nothing, negative 'blacks' also do something, especially if unclamped. So modulate those unseen fractals to patterns you need (stretching, adding, subtracting, mixing, masking...), and apply them to a terrain (after the firstly modified terrain has been calculated).
Color adjust does a hard clamp, if you use a (blue node) smooth step scalar, you can make a smooth step of your greys.
It's not always easy to see what you're doing as such, but a test surface layer can give you an idea if you plug the texture in, or even a big (vertical) card object if you texture that with your mix of greys).
@Dune, working on those very things. Thanks for that explanation! I shall also concentrate on the masked SSS for the displacement area. ;D Missed that when on this POV.
Here is another render of the overhang strata tgd.
Before I spend a few hours messing with these clouds anymore, can anyone tell me if the noisy noise in the clouds is due to the micropoly detail and AA limits of the free version? I have edge sharpness set at 75 I think and voxel at 80. It is a just a default cloud V4, but height is 5000.
Quote from: KlausK on July 02, 2017, 09:42:46 AM
hi, luvsmuzik.
The lower part of "sunrise strata 2" has the right size for the vertical structures, imo.
Embedded in a major other rock structure (smaller, rougher) this could be a more diverse and interesting view, I can imagine.
Using it on a complete hill/mountain-side is a bit too much for my taste.
Keep tweaking.
Cheers, Klaus
I took this to heart and dissected the displacements on this file, (mhaze Columnar Rocks file share) backing off a little and changing some slope values. I also isolated the smaller displacements and lowered them as they were making my grassy areas do weird things...duh... ;D
Added a simple shape stream and lowered exposure a tad.
Now that's coming along nicely...it's really all about scale in all things.....
Looks good.
Thanks bobbystahr and Kadri!
Flipping around through different files today. Did this one Dune's Overhang Strata, before I realized you are suppose to concentrate on the distribution shader's simple shape coordinates...
Oh well, I got some overhangs anyhow. I will work on it. :) 500m lake, way shorter render time. :)
Mr. Lampost's bushpak from file shares.
It's often useful to have this redirect or vector displacement localized, so not to have the obvious sideways displacements everywhere.
Quote from: Dune on September 18, 2017, 02:03:59 AM
It's often useful to have this redirect or vector displacement localized, so not to have the obvious sideways displacements everywhere.
So I noticed...lots to retain in that set up. In my messing around I mainly played with the seeds going into the vector displace and the numbers in the Vector Displace itself till I got my croc nose overhang
Playing with simple shape shader and ambient occlusion.
Quote from: luvsmuzik on September 20, 2017, 11:05:07 AM
Playing with simple shape shader and ambient occlusion.
Nicely done.
From file sharing nice strata setup http://www.planetside.co.uk/forums/index.php/topic,23627.msg239126.html#msg239126
Setup uses an alpine fractal and explanation of how to alter seed and other variables :)
Working on incorporating terrain to surround ....
TG Creative render at 0.8 micro detail and 6 AA. 10 hour render
This is a larger version of earlier render from great file share Rock Study by mhaze. Minor adjustment to displacements.
Woah, that's a great one luvsmuzik!
- Oshyan
Very gloomy and foreboding. Nice render.
Very moody- nice one!
And thank you both for continuing my education! (dusting off brain cells) ;D
This last one is remarkable. The fading of the clouds into the blue is great.
A bit late but wow...awesome sky treatment and great work on the cliff....
Thanks bobby! That was again from mhaze file share. Love this stuff!
This one is Dune's simple strata overhang that broke out in this post. Still a WIP, but at least you see the overhangs now.
Tried some AO in the peachy one.
masonspappy grass from file share
me Blender tree 73
peachy one gets my vote
You're all set for the contest!
Nice work, I like them both.
Thank you all!
@Dune...contests are great to have, but you know me....changing a couple numbers here and there in someone else's setup hardly makes me a genius. Heck, I'm still stuck on those dang water drops. However, Hanne's trick with water splashes using grass is another matter...lots of fun.
Today's effort, still the overhang strata from Dune's file share
Mild erosion on the first two.
Another fun one in image 3. Looks like a little hidden entrance to me. :)
It can be done.
New unit render
27 min @mcd 0.6 AA6 with clouds even!
Just a trial render, mhaze Rock Study file share
Fake stones
Dry reed tgo
Probably not going much further with this, I was testing elements.
new topic started
http://www.planetside.co.uk/forums/index.php/topic,24075.0.html
Quote from: luvsmuzik on January 24, 2018, 10:39:58 AM
New unit render
27 min @mcd 0.6 AA6 with clouds even!
Just a trial render, mhaze Rock Study file share
Fake stones
Dry reed tgo
Probably not going much further with this, I was testing elements.
Happy for ya, I know the feeling of new power.
sideview
Ehhh...needs work...little green pointy things that are not grass...
Almost
Hanne's ice and snow from Terragen Materials Library merged with mhaze stone shader
Now that worked awfully well, I hadda get up and crank the thermostat heh heh..well done.
Thanks bobbystahr!
I said I wasn't going anywhere with this, but here are some examples of controlling fake stone placement without losing stone texture. Probably other ways but it works for me.
vegetation masking....decreasing green grass scale next render
dry reed tgo... anchor fake stones then masked
green grass masonspappy tgo file share...anchor grass surface colors layer then masked
Another version of mhaze file share...
cut a path through the hillside with a simple shape shader
1000m pond
Dune's basic grass setup
Mr. Lampost's bush pack, 6c, 3c, grass pack long grass 08
TG preset tgo Deadnettle, generic tree
MGebhart's sycamore
Looks like a peaceful place to build a Cabin and retire. ;) Nice!
Same file share and node setup, variations ....
Working on lush vegetation and scale
Quote from: luvsmuzik on February 27, 2018, 12:08:21 PM
Same file share and node setup, variations ....
Working on lush vegetation and scale
Lovely cliffs in the distance. Have you thought of zooming in on em and working up a cliff for the Cliff Comp?
Thanks Bobby! No contest for me, thanks for the consideration tho. I enjoy seeing what everyone is trying, unique expression for sure. Not intimidated obviously cause I try about all of this fun.
I should put up my first few TG2 examples and even many TG4, haha....I like the progress I have made and admire everyone who tries. :)
Trying to get these blessed nettles to look purple ain't easy. I have translucency, reflection, opacity....maybe they are supposed to be dark....
Worked on some water elements.....too late I see...where is the source of that?????????
Dune's cloud column x2...from Cloud Library...messed up pretty good.. ;D
Pretty cool. Looks like you could make a waterfall from that.
Yea, I wonder why the Nettles are dark from the previous post. Half the leaves are bright, and half are dark. I wonder if it's a normals issue, or not enough GI. Not sure it it would help, but you could try turning on the Super Sampling setting under your GI settings.
Another look at Dune's Overhang Strata file share.
Pretty as they are..perhaps a few less stones :)...
thanks Jo Kariboo for a thought process :)
Still Dune's Overhang
Redo of mhaze Columnar Rock tgd file share. My comfort zone :) Let's see what we can do with it today :)
Going to try to scale objects...heh heh...to self...good luck with that.
Quote from: luvsmuzik on April 20, 2018, 09:17:48 AM
Redo of mhaze Columnar Rock tgd file share. My comfort zone :) Let's see what we can do with it today :)
Going to try to scale objects...heh heh...to self...good luck with that.
MrLamppost has a free stick figure that I often use to establish human scale in a scene.
file Sharing mhaze ColumnarRocksV4 https://planetside.co.uk/forums/index.php/topic,22035.msg221817.html#msg221817
robust path tracing, modifier 1 MPD0.6 AA6
enhance color and displacement on surface layers
Rock colors two surface layer, incorporated a merge shader with mix set to difference
Scalar noise slight scalar adjust
I must say I like how the horizontal displacement is now very evident.
Quote from: luvsmuzik on October 12, 2018, 09:06:42 AM
file Sharing mhaze ColumnarRocksV4 https://planetside.co.uk/forums/index.php/topic,22035.msg221817.html#msg221817
robust path tracing, modifier 1 MPD0.6 AA6
enhance color and displacement on surface layers
Rock colors two surface layer, incorporated a merge shader with mix set to difference
Scalar noise slight scalar adjust
I must say I like how the horizontal displacement is now very evident.
Lovely, wish I could afford to up my maintenence but with my break in and attendant expenses it's a bit beyond my grasp atm...
This one really is path traced now. Evidently the change in Ray detail modifier from 0.25 to 1 along with enhance displacement of surface layer made a great difference also. ?
I think the shadows are extremely black. More GI would probably not help lighten that up in Path trace. And I think ray trace would be just as good in this instance (with GI upped to 1.5 maybe).
Quote from: Dune on October 12, 2018, 01:52:23 PM
I think the shadows are extremely black. More GI would probably not help lighten that up in Path trace. And I think ray trace would be just as good in this instance (with GI upped to 1.5 maybe).
I may not have used soft shadows either, I'll have a look see. Thanks
You wouldn't have that much benefit of soft shadows (only for the trees I guess), but you could try.
Nice job luvs with these rocks. I'm only starting to learn these features now. :) I believe soft shadows should help. Currently, I am rendering an image with small (2 - 3 meters) terrain bumps and they cast well-blurred shadows with diameter being set to 0.7. You may try it.
Quote from: luvsmuzik on October 12, 2018, 10:58:02 AM
This one really is path traced now. Evidently the change in Ray detail modifier from 0.25 to 1 along with enhance displacement of surface layer made a great difference also. ?
The ground populations of rocks looks really nice over the grass/veggie ground cover. The plant population looks a bit too saturation, though I think that may be from sharpening + sun angle directly on them. Nice cliffs as well.
Quote from: N-drju on October 12, 2018, 02:31:22 PM
Nice job luvs with these rocks. I'm only starting to learn these features now. :) I believe soft shadows should help. Currently, I am rendering an image with small (2 - 3 meters) terrain bumps and they cast well-blurred shadows with diameter being set to 0.7. You may try it.
This render....soft shadows 2diameter and 18samples .,...increase render time.....5 minutes
Edit Hmmm......before jpg conversion I could see much lighter shadows ...Well maybe it is okay, my preview was at 60%, LOL
Quote from: WASasquatch on October 12, 2018, 02:51:17 PM
Quote from: luvsmuzik on October 12, 2018, 10:58:02 AM
This one really is path traced now. Evidently the change in Ray detail modifier from 0.25 to 1 along with enhance displacement of surface layer made a great difference also. ?
The ground populations of rocks looks really nice over the grass/veggie ground cover. The plant population looks a bit too saturation, though I think that may be from sharpening + sun angle directly on them. Nice cliffs as well.
Thanks! That tree is so dense....it is a preset tgo with Creative purchase....
I shall have to doctor the warmth of the rocks in the surface layer colors I think....Its okay, I just like warmer tones
Yes, with soft shadows that wide you see a difference alright, but I don't think that's really natural. I believe Matt once said that 0.5 is mathematically the best diameter. But the shadows are still pretty dark. With some cloud or just cirrus or an extra light source you may lighten that up.
But it's a really nice render anyway, mind you ;)
Well your experiments whetted my whistle and I started messing with this last nite...be a while before I post a render due to a slow DELL doing the work but big thanks to mhaze for his share, certainly a lot to explore here. Nice work what you've done and I'll continue following this.
Yeah, I'm confused why the shadows seem so dark as well. Huh.
- Oshyan
It is probably the angle of the sun. I changed the scale of displacement, which created some ripples in the columnar face. I suppose the sun hits just right to make deeper shadows ....
Different POV robust path tracing
mhaze Rock Study columnar noise
path trace MPD 0,6 AA6
2 hr 15 min render time
masonspappy grass from File Sharing
mhaze fake stones
cloud setup mhaze
Very nice scene !
QuoteYeah, I'm confused why the shadows seem so dark as well
When using path tracing, I have noted that there is a bigger contrast between sun and shadows which often look too dark. To remedy this I set the power of the sun from 5 to between 3 and 4, and I raise up the exposure slider a little until shadows are looking good enough.
David
You might try playing with slope/alt limited Fake stones at about 75-150m with a density of about 1, a tallness of about 2.
You might like the ridgy/columny effects. I'll release a testfile here soon.
Quote from: luvsmuzik on October 14, 2018, 06:52:54 PM
mhaze Rock Study columnar noise
path trace MPD 0,6 AA6
2 hr 15 min render time
masonspappy grass from File Sharing
mhaze fake stones
cloud setup mhaze
That grass is nice, it looks like it's being swept by a wind heading for the cliff face.
You have progressed quite a bit since you first started by adding strata and crack details. What I do on my images of this kind is amp up the Enviro Light to 2 - 2.5 to bring out the details in the shadows. It makes a huge amount of difference.
Quote from: Rich2 on October 16, 2018, 05:10:12 PM
You have progressed quite a bit since you first started by adding strata and crack details. What I do on my images of this kind is amp up the Enviro Light to 2 - 2.5 to bring out the details in the shadows. It makes a huge amount of difference.
Not very realistic. You would probably get more realistic results with better texture variation between darks and lights. When things are muddled and smooth the shadows will compliment this.
Additionally, rocks have reflection, while it may not be so prominent to the naked eye.
I use a reflection at 0.5 intensity, with a specular of 0.05-0.1 with a spread of 0.2-0.3 and a index of refraction of 1.12.
No ray tracing, but that's due to previewing really. In a final it could add a level of realism, especially with Path Tracing I imagine.
It's the path trace rendering that's making a lot of the beauty bits happen 'specially in the grass.
The rocks in the latter look great, but the foreground colors are too saturated to my taste. All in all good work! :)
Enviro Light strength also doesn't have an effect in the path tracer currently, as far as I know.
- Oshyan
In fact a bit high saturation and the high cirrus clouds look a bit strange and stretched. But all in all a nice scene.
Cliff Study file share mhaze, https://planetside.co.uk/forums/index.php/topic,25844.msg256433.html#msg256433
new seed. new sheer
Another great share
I very like the last one!!!
Very fun. I love the columnar carved into the cliffs, it doesn't look like it creates too much jaggyness. Perhaps some slope limitations on the whole strata group could help localize strata better.
Quote from: WASasquatch on October 25, 2018, 11:23:24 PM
Very fun. I love the columnar carved into the cliffs, it doesn't look like it creates too much jaggyness. Perhaps some slope limitations on the whole strata group could help localize strata better.
Dito :)
Anyway very nice structures.
Perhaps also some slightly less noticeable clouds such as feather clouds?
Thanks all!
Before I start messing with the strata limits, here is a close up view.....
15 minute render....nice! This file is standard render 0.6mpd, 6AA
Still derived from mhaze Cliff Study file share. https://planetside.co.uk/forums/index.php/topic,25844.msg256433.html#msg256433
The terrace effect. I really like how this strata makes the terraces here. :)
Nice work - looking forward to seeing where this goes.
Thanks mhaze. I hope you don't mind that I reseed the terrain and fiddle some, as I am very sketchy at setting up the nodes myself. I think this tests your setups and usually works pretty well for me. I am also learning to look at all tabs for displacement closely, especially those surface layer ones we often forget about. ;)
Nice again.
I am 100% sure if you look around long enough, you'll find landscapes like these somewhere e.g. in China. I think I've even seen landscapes like these.
Went back and dug this out again....this time I played with the intersect underlying in Effects on the surface layer 04 of mhaze file share Cliff Study. This version is also path traced. Copper deposits.
Cliff Study_lcplay 12b.jpg
The new shape looks really cool compared to the last. Also really dig the colouring of the stone.
I like the upper part especially.
Yes, this is a great rock, looks very realistic. The lower part needs a lot more veggies though, or more patched anyway. Some tight clumps of trees, and shrub would do nicely. Some grasses between rock if you can get low to ground in foreground.
Impressive rock! Great!
This time path traced with robust rendering and better color continuity on surface layers for rock color. Some grass added but not a lot of vegetation, this area is recovering from earlier mining....
Cliff Study_lcplay 18 robustb.jpg
Looks great! :)
Quote from: luvsmuzik on January 23, 2020, 07:49:37 PM.this time I played with the intersect underlying
Intersect underlying is something I never really seemed to get the hang of.... :(
Excellent - very realistic rocks.
Quote from: Dune on January 24, 2020, 01:04:04 AMYes, this is a great rock, looks very realistic. The lower part needs a lot more veggies though, or more patched anyway. Some tight clumps of trees, and shrub would do nicely. Some grasses between rock if you can get low to ground in foreground.
echo Dune's comment
Quote from: luvsmuzik on January 25, 2020, 05:00:05 PMThis time path traced with robust rendering and better color continuity on surface layers for rock color. Some grass added but not a lot of vegetation, this area is recovering from earlier mining....
Cliff Study_lcplay 18 robustb.jpg
Looks great. I wonder if soft shadows would help with the overhang shadows being so hard.
This is another experiment with mhaze Rock Study file.....
seed 16003 with displacement at 1000.
This is path traced, this time with tracing set at 16...distant landscape
base16003_at16distant.jpg
Edit: Next version has the large cumulus more centered behind the rocks
base16003_at16distant3.jpg