Here's a render from a wip, an environment I'm working on with massive use of vegetation. Many models have been realized on my own, especially grass clumps textured from real grass photographs, and some other plants and shrubs taken from xfrog public plants - all simple and relatively small models, to keep them manageable with my RAM. I'm trying to render the idea of randomly distributed vegetation as you can see in real nature, and to do so it's necessary planning the scene with great accuracy. I'm studying many photographs of a real environment and trying to take inspiration from it. My target is to import into the finished environment a 3d model of a ruin I'm working on actually, then utilize TGD as an architectural renderer :)
It's amazing to see how TGD can handle enormous numbers of models in a single scene. In this provisory setting there are eleven populations for near a million instances, and I'm going to add other vegetation zones
This image is a cropped and downsampled portion of a 2000x1500 render I've done last night, about 17 hrs rendering on my P4 1G RAM - some minor postwork and color correction on it
Nice job. I like the point of view you have. Your vegetation does look pretty realistic in my opinion. I think you could improve the distribution a little by making the boundaries look more distinct.
that looks pretty nice, good luck in achieving your idea.
I'll continue the work.. thanks for comments!
Sweet work mate :)
Regards,
Will
Very impressive... I thought it was a reference pic for a minute!
Simon.
Quote from: Lucio on February 04, 2007, 05:38:31 PM
My target is to import into the finished environment a 3d model of a ruin I'm working on actually, then utilize TGD as an architectural renderer :)
It's amazing to see how TGD can handle enormous numbers of models in a single scene. In this provisory setting there are eleven populations for near a million instances, and I'm going to add other vegetation zones
This image is a cropped and downsampled portion of a 2000x1500 render I've done last night, about 17 hrs rendering on my P4 1G RAM - some minor postwork and color correction on it
yeah, absolutely insane poly-counts is definetly a strength here. wtg matt! 17hrs is not :(
pay attention to the saturation of your colors. a tad too harsh atm. will be very interesting to see how the integration of arch. models goes. thx for sharing!
Quote from: MooseDog on February 10, 2007, 09:12:58 AMyeah, absolutely insane poly-counts is definetly a strength here. wtg matt! 17hrs is not :(
pay attention to the saturation of your colors. a tad too harsh atm. will be very interesting to see how the integration of arch. models goes. thx for sharing!
You're right, I wanted to over-saturate the overall looking of the pic, I liked it as an effect, but maybe is too much. I'm working on the 3d model, I'll do some attempt this week. If the results looks good I'll update the thread maybe :)
Regards,
Lucio
looks great... ;D
I agree that things are a bit oversaturated, but overall vegetation placement and realistic complexity of the scene is excellent. I'm looking forward to seeing where you go with this.
- Oshyan
Hey Lucio,
Already had some time to improve this concept and to render an example?
I'm quite curious, as you may have noticed now :)
Martin
Updating the thread.. :)
Here's a first model of the ruin I'm working on. I've posted something similar months ago (Oshyan maybe you remember that). I've integrated some custom-built vegetation, and I'm going to add more. I'm also thinking about a way to solve that displacement issue that tends to "explode" the edges of my building. However, the internal displacement shader is truly fantastic
(http://img510.imageshack.us/img510/3545/ruinvh1.jpg)
nice, the hole is a good touch :0
Regards,
Will
That is already looking very nice Lucio. Good work!
- Oshyan
Nice job! This is looking great.
That's a great ruin. Any idea what it's a ruin of?
Last update, and final image
Here's the model imported into the environment, I've been forced to cutout a big part of vegetation due to lack of RAM
(http://img214.imageshack.us/img214/9620/ruinfinaluo7.jpg)
The original resolution is 4000x2660, and took me about 45 hours to render all layers. I did "manual" compositing to color correct and to create some subtle depth-of-field effect (and to eliminate some render artifact in atmosphere due to low sample setting :P)
Hope you like it. This is the first of a group of high-res images I'm doing, soon I'll create a website (or blog, I'm undecided) with my works on 3d graphic, and it will include TG2 (and also something of the 0.x version I guess)
Regards,
Lucio Arese
Great job! The cliffs in the background look a bit barren, but the model's integration is awesome.
I agree the backround is kind of empty, it would look nice with a tropical forest or somthing, great model intgration though.
Regards,
Will
:o :o :o :o :o
Amazing!!! You did those displacement by hand or use some kind of soft like ZBrush???
Again, one of the most promising(sp¿) wips!!
Fer
Yes, the background looks a bit empty because I've been costricted to remove many populations, after importing the model into the scene my RAM (1G) just lacked to render all the instances and loading all the necessary textures.. I've mantained some bush and some grass in the right background. I know it's a shame, especially after the long work done to create a dense vegetation environment (needing new hardware!)
toffolo: the displacement is created with TG2, and the model itself is pretty simple (vegetation excluded). Creating the texture was the longest work: I've assembled a very big map (7500x4000) starting from a stone wall image downloaded from mayang.com. I can say I've built manually those walls, brick per brick ;D. Also the irregular edges of the ruin are obtained with cutout maps, with same procediment that defines the edges of a leaf using the alpha channel of his texture.
To give 3dimensional displacement I've employed a desaturated (b/w) and contrast enhanced version of this color map as displacement function, played a lot to set the right value (about 4 centimeters), then the rendering engine did the work
Excellent results in the foreground! I am sure the background would be equally nice if you had the RAM to support the full scene. Hopefully you can upgrade your hardware soon! ;D
- Oshyan
Thank you Oshyan! A new pc is scheduled for the first half of this year (maybe..), and also 1G of additional RAM on this would be nice :P
I've decided to send this image to the Exposé 5 contest. It's pretty improbable that they will publish it.. however I'm going to sponsor the new born TGD against the finest render engines ;D
^ nice, good luck with the Expose 5, I wanted to submit some of my work but since I'm on the free version for the time being I'm saddly out :(
Regards,
Will
Hi Lucio and congratulation for your image looks nice! Ebbene si sono italiano....mi hai beccato! In bocca al lupo per Exposè.
Just a thought, why don't you try to composite your final work with another prog. like photoshop or after effects?
Ciao