Recent posts

#71
Open Discussion / Re: LTX Studio
Last post by Dune - May 27, 2025, 01:31:44 AM
I see your point. I think it's all getting a bit out of control, the individual's control that is. It's indeed all about money these days - what started as Bronze Age haggling between individuals is now a high tech industry, squeezing your wallet from obscure digital depths. As long as one is aware of that danger, it's fun and intriguing anyway. I wish you luck!
#72
Open Discussion / Re: LTX Studio
Last post by PabloMack - May 26, 2025, 05:17:34 PM
I have since seen a video on YouTube about Veo 3 that seems to do some of the same things. It is a Google project so I am a bit wary of it like you are. The video was about being able to make your actors lip-synch to dialogue you provide, express emotions with motion tracking and so forth. The future is scary, as you say, but the way the status quo has been has so many road blocks to get anything done. I am not a professional artist so I don't feel so threatened by it from that stand point. I am a programmer and that is where it hits home. The reasons why I even got involved in CG is not so much that I want to do art but, rather, there are specific stories I want to tell using the medium. That's why I got involved in indie film making. The thing that tells me that the AI assisted technology is still in its infancy is that all of these services are trying to get you to make short 8-second videos at reduced resolution. What I want is to make one or more 2-hour full feature movies. I am not convinced that these services are not using it as a front to steal your ideas and sell them to high bidders. I could see myself one day purchasing an AI system that could do what I want but I still wouldn't be assured that it is not spying on my IP and selling it to someone out of frame so to speak.
#73
Open Discussion / Re: LTX Studio
Last post by Dune - May 26, 2025, 02:41:30 AM
Looks really cool, and I could loose myself in something like that as well. But.... the world will be swamped in (mediocre) video's, actors will be unemployed, artists will have to switch from drawing to typing, and data centers will suck out all the world's energy. I have very mixed feelings about AI, being fascinated and afraid too.
#74
Open Discussion / LTX Studio
Last post by PabloMack - May 25, 2025, 11:54:40 AM
I just found a service for making movies with AI assist for writing scripts, designing characters, making music, generating videos  etc. I think I could really get into this.  Anyone know anything about it?

https://www.youtube.com/watch?v=pQUDxGXSNFE
#75
Terragen Discussion / Re: Displacement map question
Last post by Matt - May 24, 2025, 03:20:25 PM
Alternatively, make sure that your Surface Layer's position in the node network is anywhere after the Compute Terrain which is part of a typical project.
#76
Image Sharing / Re: Galilean Moon Io
Last post by Stormlord - May 21, 2025, 09:58:23 PM
Hi Rich
The Jupiter map is a little bit fuzzy, but nice composition

STORMLORD
#77
Image Sharing / Jupiter in High Resolution!
Last post by Stormlord - May 21, 2025, 09:43:57 PM
I used a brand new optimized map of Jupiter to do some high quality space renders of Jupiter.
The map used itself is a brand-new map, carefully cleaned up, optimized and very sharp in good quality.
I produced some renderings, they look better, than sitting on a space probe yourself... really cool stuff!
Let's start with my older map from Cassini, followed up with my latest map of Jupiter.

Jupiter Cassini AI (GRF) (More Detail).jpg
This is a fresh rendering with my older map based upon a map of Jupiter from the Cassini probe (retouched, cleaned-up, denoised and re-sharpened)

1 - Jupiter and Europa.jpg
This is a render with my newer map from Björn Jónsson (link to that map is below)

2 - Jupiter and Europa.jpg
Now we dive a little bit closer to show more details and the quality of this map

3 - Jupiter and Europa.jpg
Jupiter and Europa
WOW, when I first saw the result, it really met my expectations!

4 - Jupiter.jpg
Jupiter and Europa (As far as I can go with this resolution)
So finally, this render really blew me away! AWESOME!!!

Far out there.jpg
Far out there (Moon Europa with a fictional ring system)

STORMLORD

______________________________________________________________

Björn Jónssons Page
https://bjj.mmedia.is/
https://bjj.mmedia.is/data/planetary_maps.html

There is a very high resolution map from Jupiter out there from Björn Jónsson
In one of his articles, he presented his new map in an excellent quality
https://www.planetary.org/space-images/merged-cassini-and-juno

Here is the Direct link to his High-Res Jupiter Map
https://planetary.s3.amazonaws.com/web/assets/pictures/20180511_jupiter_map_css_plus_juno_bj.jpg
#78
Terragen Discussion / Re: Render subdiv settings
Last post by digitalguru - May 21, 2025, 04:09:36 AM
Agree, but on closer examination, the fake stones lose shadowing, which is a shame as I like what it was doing on the larger features, though I suspect it is technically not correct.
The animation feature that changed the shadows was Stabilse ray detail in motion. I'll experiment with that a bit more, but I suspect I might have to go back to the previous "blobbier" version :)

Render times were pretty much the same for both renders.
#79
Terragen Discussion / Re: Render subdiv settings
Last post by Dune - May 21, 2025, 02:09:31 AM
Interesting. I like the animations render better, so maybe for stills those settings would be good to try. Is there a difference in render time?
#80
Image Sharing / Re: Happy accident
Last post by Dune - May 21, 2025, 02:05:25 AM
Cool indeed. Lucky accidents do happen. You could add a pop of the internal grass where the trees are on bare rock to. Set it to follow the rotation of the terrain, and make the underlying grass object a little smaller by reducing XZ to 0.5-0.6 or so (you get 5-6m blocks of grass then, which are less prone to float), and maybe make the stems longer (0.5m, and sink them a little, say 0.2m). Give them a fractal color followed by a transform shader set to world/final position, pulled into the color input of the grass' default shader.
Mask the pop by max slope, and perhaps some fractal.