OK, finally I decided to give it a go to start my WIP thread after I already tested a few things.
Here are several attempts to get somthing cliffy ;). Basically I used Kadri's great sinkhole and tower file. The one with the dinosaur is more or less ready, but I wanted to see what can be done else.
No idea where this is leading to...
woohoo! I would say ....leading to lunch for the dinosaur... :D
Great start!
Oh Yeah! These are very impressive Hannes! Great beginnings.
Oh yeah!
Really impressive. Any of those could be a winner.
David
Wow u guys will make the life of the judges very hard hehe....great stuff man!
Cool! Curious which you will finalize and send in at the end.
The one with the dinosaur looks nicely cinematic Hannes.
Nice, I see potential in most of them.
Though it's against my basic nature I really like the ice/snow scene best...
Thanks guys! Still hitting the seed buttons relentlessly awaiting THE cliff!
Quote from: Hannes on January 19, 2018, 02:53:35 PM
Thanks guys! Still hitting the seed buttons relentlessly awaiting THE cliff!
Ahahaha, me too :o ;D ;)
Quote from: Hannes on January 19, 2018, 02:53:35 PM
Thanks guys! Still hitting the seed buttons relentlessly awaiting THE cliff!
You too? :o
Those cliffs look great; like Bobby I'm preferring the first, icy one.
the 03 version with the dinosaur is very nice 8)
can I ask how do you make the hanging ivy on the rock?
Thanks!! The ivy objects are made with the ivy generator in 3ds max, rotated by 180° vertically and the pivot set to the appropriate point. The population square is more or less on the ground and not above the cliff, so I guess that's the reason, why the objects are on the underside.
It's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
By the way, here is another cliff test.
Looking good. Some great displacements going on there.
QuoteIt's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
For this purpose I use a surface shader that's last e.g. closest tot the planet object in the shader line-up and disable it. I call the shader simply "Anchor layer" and so it will appear close to the beginning of the alphabetical "drop down list" that's shown if you make a connection to something else but the default "compute terrain" According to the same principle I give distribution layers for vegetation names that start with a number, those will appear at the beginning of the drop down list. A real time saver working with complicated set-ups. :)
Good idea!!
The vegetation really works well with the displacements, nicely done!
disabled?
Quote from: AndyWelder on January 24, 2018, 09:43:52 AM
QuoteIt's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
For this purpose I use a surface shader that's last e.g. closest tot the planet object in the shader line-up and disable it. I call the shader simply "Anchor layer" and so it will appear close to the beginning of the alphabetical "drop down list" that's shown if you make a connection to something else but the default "compute terrain" According to the same principle I give distribution layers for vegetation names that start with a number, those will appear at the beginning of the drop down list. A real time saver working with complicated set-ups. :)
Quotedisabled?
Yup! Sounds crazy but it works. By disabling it none of its properties does transfer to the terrain/surface but it's still accepted and working as an anchor for the populations... Okay, to be utterly correct I should say "not enabled" instead of "disabled" 8)
You could use any node really as long as it is not adding colour or displacement to your scene. Disabling it ensures this.
I sometimes use a null shader, with a null shader inside that is linked to the last shader. No lines visible ;)
Many thanks for your answers guys!
I want to try this on objects...
btw keep up with the good work Hannes ;)
...still trying things...
Wildly awesome Hannes
One word: Delicious!
Makes you want to revisit all the "Pirates..." movies. Love the hanging moss.
That's a cliff allright :o
Brilliant!
Oh wow, that's stunning! The vines are fantastic.
- Oshyan
Hannes, that is really really nicewowbeautiful!
I like that almost all of your images tell a story, one way or another.
Hopefully other participants go for that sort of challenge as well.
From the WiPs shown so far there is no doubt that they are technically
capable of producing a fine cliff scenario.
CHeers, Klaus
Sorry for not posting any new stuff, but I was basically just trying out some objects.
I know there's still plenty of time, but it seems, I'm already done. However I'll wait until I submit my entry just in case I manage to create something I like more.
The base spider object is a free model. I loaded it in 3ds Max and applied the hair and fur modifier, converted the hairs into a mesh and exported the whole thing.
I purchased the tent and the giant (CGtrader and Turbosquid). I especially liked the dumb facial expression of the giant ;D ;D ;D
The running characters are free models as well, which I loaded into Mixamo to get the right poses.
Last but not least thanks again to Kadri, who created the sinkhole and towers file, which I heavily modified to get the cliff.
;D ;D ;D Extremely cool!! I'd love to see what happens after this split second ;D
Quote from: Dune on February 05, 2018, 03:07:21 AM
;D ;D ;D Extremely cool!! I'd love to see what happens after this split second ;D
I think the guy on the right is either going to break dance or begin throwing shapes. Either way, he's making this awesome. :D
That's a mighty cliff.
"Welcome to Paradise" That is just totally awesome! Great job on the ......EVERYTHING!
I suppose like in the movies...your cliff will wake up and stretch out and gobble up everybody? ;D ;D ;D
Love it!
;D Cool fantasy scene. ;D
That spider is really pretty awesome! But the giant seems plastic and cartoony compared to the rest of the scene (including the spider), IMO. It just seems a bit out of place? Maybe a better giant model?
- Oshyan
Wow...guess I better git busy
Quote from: Oshyan on February 05, 2018, 09:33:03 PM
That spider is really pretty awesome! But the giant seems plastic and cartoony compared to the rest of the scene (including the spider), IMO. It just seems a bit out of place? Maybe a better giant model?
- Oshyan
Actually all the characters except the spider do look plastic and cartoony :) See image below.
I like the giant very much. He's maybe not the best model, but his dumb facial expression made me really laugh when I found him.
So I could try to make the spider more plastic and cartoony, but I'm not sure if that would work...
Quote from: Hannes on February 06, 2018, 02:15:18 AM
Quote from: Oshyan on February 05, 2018, 09:33:03 PM
That spider is really pretty awesome! But the giant seems plastic and cartoony compared to the rest of the scene (including the spider), IMO. It just seems a bit out of place? Maybe a better giant model?
- Oshyan
Actually all the characters except the spider do look plastic and cartoony :) See image below.
I like the giant very much. He's maybe not the best model, but his dumb facial expression made me really laugh when I found him.
So I could try to make the spider more plastic and cartoony, but I'm not sure if that would work...
That would work for continuity, but as the other characters don't show the deficiency I might just build a new texture for the giant which could lift it's resolution visually to that of the awesome spider...just my ever shrinking 2 cents Canadian.
Trying some other things as well...
That's pretty cool too. Reminds me of your work with the archeaological camp.
Great! Fine solid texture, those plants upside down too exciting.
I love the camp site and the rock formation.
The figures less so.
Unless you can get some REALLY good characters then I'd leave them out as the detract from the rest of the scene.
Thanks all! It's good to hear other opinions and maybe to take a break and have a look at your image with fresh eyes.
Next step. Not happy with the clouds yet.
Fantastic! Very natural and real.
A bit busy, because of the harsh dark-light areas. Maybe up the environmental light...
Actually I maybe increased the contrast in PW too much.
Sorry for not posting any update for the last few days, but I was mainly trying out objects to make my scene a scene.
I had the impression that after Ulco mentioned, that my scene reminded me of my archeaological camp, I could use some Indiana Jones character. So I searched for some 3d models, but could only find either very low poly stuff or expensive untextured busts.
So I assembled my Indy by using some free models I found in the net: A character with a jacket (which was no leather jacket initially), a head (that doesn't look like Harrison Ford at all), a Fedora hat (not UV mapped or grouped, so it was a lot of work to separate the hat and the hatband), a machete, which I built myself in 3ds max, and a fist that holds it.
The Nazi characters are free models I found as well in the net. I put all characters through Mixamo to get some appropriate poses.
The tree in the center is created with TreeIt, which René posted here: (Thanks again!!!)
http://www.planetside.co.uk/forums/index.php/topic,24055.msg242894.html#msg242894
I purchased a rope bridge at Turbosquid, but couldn't use it as it was, because it was too short. So I had to do some kit bashing and used some of the parts to create a suiting bridge for my scene. I also added some Ivy to it to make it more natural and worn.
This image is pure TG output in 1600 X 900 resolution. No PW so far.
I guess I will take this one as entry when it's finished unless I can make something else that I like more...
...by the way, the splash of the Nazi soldier running through the water is actually a white grass clump.
great stuff!! Love this Indiana Jones scene!!!!!!!
Again awesome! Your terrain I like a lot with obvious variation! Scene setup superb!
Oh heck yeah, fun stuff! I only think that dead tree on the other side of the bridge is a bit like an octopus. :D But it's a great scene.
- Oshyan
Never be sorry when posting something this mind blowingly good...
I prefer the cliff on your picture (Eat and be eaten) for the original of the cliff and vegetation. But this last image is clearly superior in composition, more dynamic too. The elements that compose it are well disposed.
I find the characters a little dark especially those in the water (maybe my monitor?).
The tree is actually strange but curiously I like it. I have the impression that he is furious and that he is also pursuing your character who holds the sword.
A nice addition to my sense.
Thanks guys!!! I had another tree in my scene before I created the octopus one. ;D ;D ;D
Love the last one without the people but the previous one had a great narrative and was a lot of fun!
Do you mean the Indy one or the spider one? The latest image is just an older render to show my previous tree.
I prefer the older one but the version with the octopus tree and the people is more fun and has the the narrative.
Prefer the older version too. Hmm. :D
- Oshyan
Love the Indy scene. Nice adaptations of commercial models and integration into the scene, great composition and narrative. Lots of fun.
(The machete and rope bridge combination seems a little dangerous . . . be careful where you swing that thing.)
Quote from: Hannes on February 15, 2018, 02:27:58 AM
Thanks guys!!! I had another tree in my scene before I created the octopus one. ;D ;D ;D
Love this one to death but love the Jones one too.
Now I'm a bit confused, when you say the older one and this one and so on... Do you mean the tree or the scene?
The last image with just the older tree was just an old version of the scene that's now filled with Nazis and Indiana Jones. I may do some tests with another tree. This old one, most of you prefer, is definitely not the best model.
Strange, I liked the octopus one a lot, but maybe I should try some better ones?!
I like the latetst render a lot. Especially the Nazi's having some fun of their own in that water. Smart idea to use a white grass model as splash! Not so very keen on that tree though, either tree. Seems too much just planted there, IMHO.
Quote from: Hannes on February 16, 2018, 03:06:42 AM
Now I'm a bit confused, when you say the older one and this one and so on... Do you mean the tree or the scene?
The last image with just the older tree was just an old version of the scene that's now filled with Nazis and Indiana Jones. I may do some tests with another tree. This old one, most of you prefer, is definitely not the best model.
Strange, I liked the octopus one a lot, but maybe I should try some better ones?!
I also wonder what picture it and version it is mention?
To avoid this type of confusion, I would invite everyone to name the picture by the name that is associated with the jpeg extension. ex. Schlucht34.jpg
Perhaps if the tree was smaller or the trunk thinner?
I think the tree fits in with the Indy theme....remember how when things would be getting tense in these movies, Harrison Ford would always have some zinger comment, right before some stunning visual effect? Perhaps add a vulture to the tree. :)
Here is another try. Completely new scene, still low res.
Here is my question: the arc is an imported model (a displaced torus I made in 3ds Max), but the rest of the scene (so far) is pure TG, especially the cliff itself.
Would that be OK with the guidelines?
...just to show where the cliff ends and the torus begins...
Quote from: Hannes on March 02, 2018, 10:58:48 AM
Here is my question: the arc is an imported model (a displaced torus I made in 3ds Max), but the rest of the scene (so far) is pure TG, especially the cliff itself.
Would that be OK with the guidelines?
The arch is a major feature from this POV. The imported geometry would have to take on more of a supporting role to be allowed. You can try a different POV to make the cliff the the main focus or why don't you make the arch out of displaced spheres?
OK, thanks for your explanation, Danny. I'd like to keep the POV, so I'll do some experiments with displaced spheres. :)
Shame, it's a great image. I've been unable to make lateral displacement work with displaceable shperes.
Quote from: mhaze on March 02, 2018, 11:29:29 AM
Shame, it's a great image. I've been unable to make lateral displacement work with displaceable spheres.
If you chain a few displaced spheres together you can make the arch. That's how Vue's Metablobs work. Same principal. In fact Dune's v3 Beach uses the same technique
I like this new setup. I'm (pretty) sure you'll be able to get the sphere or cube this shape. Redirects, vdisp, simple shape....
Many years ago someone(FrankB?) made an arch by repeatedly displacing and redirecting a masked PF.
Quote from: mhaze on March 02, 2018, 01:53:34 PM
Many years ago someone(FrankB?) made an arch by repeatedly displacing and redirecting a masked PF.
That was oldblaggard I believe.
The below arch Paul created using a different technique, (read explanation on CG) I have the file Paul shared some years back that Mick is speaking of, however without his consent I cannot post any info or share the file. He did it 8 years ago so its more than possible with v4
http://oldblaggard.cgsociety.org/art/terragen-arch-desert-landscape-archway-654101 (http://oldblaggard.cgsociety.org/art/terragen-arch-desert-landscape-archway-654101)
Thanks guys, I found an arch in the TG preset files. I could edit it and put it into the scene exactly where the imported one was.
I'm at work atm, and will post the result tomorrow.
Quote from: Hannes on March 02, 2018, 05:42:20 PM
Thanks guys, I found an arch in the TG preset files. I could edit it and put it into the scene exactly where the imported one was.
I'm at work atm, and will post the result tomorrow.
Ah yes the one in the presets package the the sample scene uses
Yeah, I think I made that some years ago, but you may also use a simple shape and local twist and sheer to bend part of the planet up and to the side, then use another (shifted left) simple shape to bend the top down again towards the cliff.
Here it is. To me it looks better than the imported model. Cool.
On the upper end the arch is not yet "married" with the cliff, but either I'll play with the textures a bit more, or I may cover this area with some vegetation.
Top work!
That actually look's more natural than the torus, I am glad you got this sorted so quickly
Well done, I agree with Danny, and TG textures native geometry way nicer than imported, at least in my experience...
Absolutely true!! First I chose the easy (lazy) way, and I'm really glad that Danny pointed out, that I should do this inside TG. I played a bit with displacement and (procedural) texturing, and I think it looks way better than the imported one.
Quote from: Hannes on March 03, 2018, 09:46:18 AM
I think it looks way better than the imported one.
Totally..finely integrated...
That looks wicked Hannes, again well done. I can't wait to see where this one is going now
Well Done ! :) I recently tried this with a well rounded cube, setting my simple shape near one end and it worked pretty well.
Agreed, the arch is really well integrated!
Brilliant!
Goddamn.
Nicely done!
Very nicely done. Reminds me of the rock arch over the River in France.
Looks like it could be Messas Arch in Utah. 8)
I have to google those. Thanks guys. :)
But here is another problem, and maybe a bug (?)
The arch, which is a displaced sphere, doesn't cast a proper shadow. I realized that, when I compared the images with the imported one with the actual ones.
I did a test with this arch alone (see image below) and tried a lot of things to make the shadow correct. After I searched the forum for answers I found something about negative displacements and offsets. So I made sure to have no negative ones and all offsets are set to 0. No luck.
Then I changed the "rendering method": as you can see "force displacement" messes up the faces, but creates at least the middle shadow part. Anyway it looks weird, so I set the arch's rendering method back to default, but it stays messed up.
I also unchecked "raytrace objects" and "Do raytraced shadows" (not that I really knew, what I was doing... ;)), but nothing helped.
In case someone wants to test it on his own, the preset pack containing the rock arch is available here:
https://planetside.co.uk/free-downloads/terragen-presets-pack-volume1/
First, is there any way to make the displaced internal object cast correct shadows, and why isn't the object's displacement method resettable?
Terrible hack but could you create a non-rendering card/plane object (in the same location) with a silhouette of the arch on it and set that to cast shadows.
Have you tried increasing the Displacement Tolerance in the planet node?
Just tried it. I used a tolerance of 10 instead of 1, didn't work. But rendertime increased by a factor of 10 as well...
Anyway, thanks for the tip, Jon! :)
I think the same problem occurs when using VDISP, at least I think I noticed something like that recently (but didn't really pay attention).
This is really annoying! I populated some hanging plants onto the arch, and you see the plants' shadows, but not the arch's.
I wonder if it's the same bug that is causing my waterfall not to reflect?
Quote from: cyphyr on March 04, 2018, 11:25:12 AM
Terrible hack but could you create a non-rendering card/plane object (in the same location) with a silhouette of the arch on it and set that to cast shadows.
Just saw your comment, Richard, thanks!!. That would be a compromise, but I don't know, if that would be OK with the rules.
Quote from: Hannes on March 04, 2018, 01:12:11 PM
Quote from: cyphyr on March 04, 2018, 11:25:12 AM
Terrible hack but could you create a non-rendering card/plane object (in the same location) with a silhouette of the arch on it and set that to cast shadows.
Just saw your comment, Richard, thanks!!. That would be a compromise, but I don't know, if that would be OK with the rules.
I don't see an issue with the rules, you are rendering the invisible card within TG. All elements are being rendered within Terragen. You're good to go if you decide to go that route Hannes ^^
Cool!!!
But that was a tough one. I rendered out the silhouette of the arch, put it as an opacity map onto a sphere, and no matter what I did, I got a strange shadow gap even where there was shadow without the plane.
So I used this shadow map and created a spline object out of that in Max, converted it into a mesh and used this one as shadow object. I hope this is OK with the rules as well, since I'm rendering something quite similar to the previous invisible card in TG.
Quote from: Hannes on March 05, 2018, 11:19:13 AM
Cool!!!
But that was a tough one. I rendered out the silhouette of the arch, put it as an opacity map onto a sphere, and no matter what I did, I got a strange shadow gap even where there was shadow without the plane.
So I used this shadow map and created a spline object out of that in Max, converted it into a mesh and used this one as shadow object. I hope this is OK with the rules as well, since I'm rendering something quite similar to the previous invisible card in TG.
As it's overcoming an obvious bug in TG I'd have to vote to allow this and WOW...
Yeah, this is too great to be dismissed as fraudulent. But there should be (must be) another way!
Well "if it works" has always been my motto. I would have thought this was within the rules but Danny will have to say obviously.
Could you not just use a card object with the silhouette uv projected onto it?
Cool image, it looks a very hot day :)
Quote from: cyphyr on March 05, 2018, 11:52:27 AM
Could you not just use a card object with the silhouette uv projected onto it?
That's what I did and what Danny allowed, but as I said, there was this strange small stripe of "shadowlessness", I couldn't get rid off (see image below).
However, I wouldn't use this sort of "dirty trick" ;), if there wasn't this (displaced sphere/shadow)-bug in TG.
But I will of course follow the rules. So, if there's any concern, I'll think about something else.
Quote from: Hannes on March 05, 2018, 01:19:13 PM
Quote from: cyphyr on March 05, 2018, 11:52:27 AM
Could you not just use a card object with the silhouette uv projected onto it?
That's what I did and what Danny allowed, but as I said, there was this strange small stripe of "shadowlessness", I couldn't get rid off (see image below).
However, I wouldn't use this sort of "dirty trick" ;), if there wasn't this (displaced sphere/shadow)-bug in TG.
But I will of course follow the rules. So, if there's any concern, I'll think about something else.
we could all vote to allow it...it's a great image you got going...I'm on my 5th start on this massively snow day here in the frozen north....
I did a quick test with a vector displaced arch (by simple shape and distribution shader), and with displacement tolerance upped to 1.4 got the shadows right. So you could try something like that...
Thanks, Ulco. That looks cool. I even tried a displacement tolerance of 3, and didn't succeed >:(
And I like the shape of my actual arch very much and would love to keep it (if Danny is OK with that). In my opinion it doesn't make much of a difference, if I use a plane with an image mask or a flat shape with exactly the same contours to get the shadow right. It's a trick, OK, but it's not to create fancy things in the image, that otherwise wouldn't be there.
And I'd like to carry on with this image without caring about incorrect shadows... ;)
I made a little test with the arch animating the displacement multiplier, that is responsable for the bending, from 0 to 100. It seems the displacement produces a correct shadow until it reaches a value of around 40, and then it's sort of cut off at the top.
Displacement tolerance needed seems indeed dependent upon the amount of displacement. Maybe I was lucky with my setup, and a tolerance of only 1,4. And mine was not a cube or sphere, maybe that's different too.
OK, I found a way!!!!!!
Since I saw, that from a certain displacement amount on, the shadow is cut off, I decreased the value, which made the arch of course a little straighter and positioned too low.
So I moved it up slightly and got what you see on image one. An amputee.
Now I thought, the best way to continue would be to stay calm, sit back, analyze the problem, think logically and eliminate everything that could possibly cause the problem.
Instead I called my computer names, screamed all naughty (four letters-) words, that came into my mind (we germans like to use words with more letters!), hit any button I could find, and moved desperately sliders up and down. Or right and left. And I threw some things around.
I can't really remember, but I must have accidentally fumbled around in the "sorting bias" area... Typing in another value fixed the problem, and my arch regrew again. With a proper shadow. Looking good.
Well, I'm happy, that it worked, but this doesn't make any sense, does it?
So, I have a distorted and crippled arch, and "sorting bias" fixes it?
However, I'm happy with it now. No dirty tricks.
Sorting bias? I would never have thought of that one ??? I only use it in water to save render time. Never thought it would influence shadows. That needs more experimentation! What number did you use, something in the 1000000? Or minus?
Looks fabulous.
Add a Pterosaur, and you're in the era.
Strange, but interesting find.
Glad to see you got it solved. :)
Thanks, guys!!
Quote from: Dune on March 06, 2018, 12:04:09 PM
Sorting bias? I would never have thought of that one ??? I only use it in water to save render time. Never thought it would influence shadows. That needs more experimentation! What number did you use, something in the 1000000? Or minus?
No, it didn't affect the shadows. It affected the arch itself (lowering the displacement value affected the shadows).
After I moved the arch up, it was cut off (amputee), then I entered another value (no matter which one!) in "sorting bias", and it was back again and healthy. It didn't depend on the bias's value, just changing it did the trick. TG is mysterious sometimes...
Fascinating! Looks great though, at least it worked. :D
- Oshyan
Weird, but good on you!
Glad you sorted the shadow issue out. I never figured out what sorting bias was supposed to mean/do. Really coming along now. Start to look at the lighting maybe.
"sorting BIAS" is sorting big instability at shadowlevel... ;D
Sorting bias has influence on what renders first and last, afaik. So water areas I tend to set at -100000, to render them last (and hopefully not render water that is hidden anyway).
Quote from: Dune on March 07, 2018, 11:27:11 AM
Sorting bias has influence on what renders first and last, afaik. So water areas I tend to set at -100000, to render them last (and hopefully not render water that is hidden anyway).
Interesting ... so does that avoid having to mask water areas? I tend to mask out areas that are hidden to speed up render time.
EDIT:
and err where is sorting Bias anyway? and found it lol
It's in the sphere object or lake object, even the planet I think. I also mask, because that takes out all water underground, which IMO is even better.
Quote from: AndyWelder on March 07, 2018, 11:11:50 AM
"sorting BIAS" is sorting big instability at shadowlevel... ;D
;D ;D ;D ;D
Next step: flora and fauna.
Careful folks, that's a big step. Watch out!
Great work, Hannes!
Looks amazing. The planting and technical skill is awesome!
Terrific.
Yeah, fantastic. I like that waterfall too!
That really is good, you just levelled up :)
It's coming together nicely, great.
Hannes this has really come together. Knowing you, I am sure you will have some more tricks up your sleeve. I can't wait
VER102
Fabulous, very nicely done.
Take another stab at those clouds and you're in fat city
Thanks guys.
Quote from: SILENCER on March 08, 2018, 02:53:05 PM
Take another stab at those clouds and you're in fat city
That's what I thought. The clouds looked cool in the preview, but in this resolution somehow artificial.
I think the landscaping is done. I worked on the clouds, but I'm still not happy with them.
Very good the fall is very successful. I have the impression that the color of light and athmosphere could be improved. With this vegetation we are in a tropical country but I'm wrong maybe but the atmosphere by this light makes me think more of a desert.
Yes, maybe a bit warmer and fatter, like this...
Thanks guys! Good suggestions. I'll play with light and atmosphere a bit...
All I gotta say is from the WIPs that have popped up the 3 judges are gonna be really hard pressed to not wind up with a multi-way tie for best of show....with the Dune tweak this is yet another winner....
Thanks Bobby!!
Here is a small low res render with some mist and higher Red sky decay settings. Some contrast and brightness increasing in PW. Still tweaking...
Less and more subtle, I;d say and maybe not the prominent cloud. Don't forget it's about cliffs though... 8)
Quote from: Dune on March 15, 2018, 01:30:46 PM
Don't forget it's about cliffs though... 8)
Oh yes, you're right... :)
Quote from: Hannes on March 15, 2018, 01:32:48 PM
Quote from: Dune on March 15, 2018, 01:30:46 PM
Don't forget it's about cliffs though... 8)
Oh yes, you're right... :)
that's the problem I'm having...cliffs have always been elusive for me.
OK, here is the (hopefully) final version. Slightly postworked (contrast, brightness, sharpened and a little chromatic aberration).
I prefer this last version with its colors. The addition of light fog is a good addition in my opinion. I feel a form of damp and overwhelming heat as if it had just been raining.
Thanks! Yes, getting feedback is so helpful. When you're working on an image for a long time, you loose your objective view sometimes.
Now I have to decide, which image I'll submit...
I think this is the best yet, I barely noticed the crocs in the previous images, actually didn't notice them and thought you'd added them till I looked back.
Thanks Bobby. I like it best as well, and I think I'll take this one.
I'm not sure when I added the crocs. And the blue bird... ;)
Quote from: Hannes on March 16, 2018, 12:25:35 PM
Thanks Bobby. I like it best as well, and I think I'll take this one.
I'm not sure when I added the crocs. And the blue bird... ;)
Damn, now I gotta go find waldo the blue bird heh heh heh
D'oh LOL...good one!
I think this is pretty fantastic! I especially love that blue bird on the croc's nose. Realistic *and* amusing. :D
That being said my only minor criticism would be that the sky seems a bit too dark blue to me. I am used to seeing brighter, clearer blue skies in tropical places (when they are not super cloudy and/or raining ;) ). For example (from Hawaii):
(https://scontent.fsnc1-1.fna.fbcdn.net/v/t31.0-8/23783564_10208915188671812_7940039232848474008_o.jpg?oh=fca197600a5eca8119b5e3329d56c561&oe=5B4911CB)
and
(https://scontent.fsnc1-1.fna.fbcdn.net/v/t31.0-8/23736281_10208915212992420_4637835041293098743_o.jpg?_nc_cat=0&oh=153cb58af56842fa1f05da90b17d4792&oe=5B4B19F6)
- Oshyan
This is probably really a matter of taste, but as I look more I find the whole image too shifted toward the yellow. I know there is an intention to create a "heavy", wet look, with a lot of atmosphere, maybe even with the sun lower in the sky... But with the actual lighting of the scene I think it looks better a bit more balanced. With the original version I find it looks almost "grimy" in a way. I have taken the liberty to show a quick idea of how I'd process it. I hope you don't mind! Just one perspective. :)
- Oshyan
Thanks Oshyan. No, I don't mind ;)
Cool, the lighting looks a bit like in the versions before. Now I'm totally confused.
I'll try to take back the redsky decay and see how it looks...
Well, I think the addition of the mist and a *slight* yellow tint is the main improvement (and that remains in the version I posted). It just went too far perhaps?
- Oshyan
I'll see. Maybe somewhere in between the recent and the previous version...
Rendering... :)
I love it. Having said that, I still think the lighting is a bit harsh and 'crumbly'. What would happen if you reposition the sun more towards one side, or otherwise soften the light? And I would edit one of the trees, so it's shadow doesn't fall across the lower fall; it's kind of cut in 2. Maybe that would be different if shadows were lighter. Otherwise it's terrific!
Quote from: Dune on March 17, 2018, 02:43:10 AM
I love it. Having said that, I still think the lighting is a bit harsh and 'crumbly'. What would happen if you reposition the sun more towards one side, or otherwise soften the light? And I would edit one of the trees, so it's shadow doesn't fall across the lower fall; it's kind of cut in 2. Maybe that would be different if shadows were lighter. Otherwise it's terrific!
Well, I tried a lot of sun positions, and this one gave me the best results, without too many parts of the scene in shadow, so I guess I'll leave it like that.
The tree shadow you mention is probably no shadow, but a bush growing there. I already had tried to edit some instances, but some of them seem unaccessable for some reason, but I'll get rid of that single bush.
By the way, here is another overnight render with a lower redsky decay. I think, this is OK now. The light might look a bit harsh due to the increased contrast in PW. But without it the scene looked a bit flat.
And I didn't sharpen it.
This one is softer already. Great!
Thanks Ulco! And in the meantime I managed to get rid of the nasty bush in the lower fall.
So I'll render another one overnight, which will be pretty much the same, but without that bush. And then it MIGHT be finished...
Yes better and better!
Oooo, yeah, now you're getting there. The softer image and lowered redsky decay are definitely giving the right impression of "wet" jungle.
- Oshyan
OK, another final one ;)
Took a bit longer to render, because I used higher GI settings, since this is supposed to be the final one (did I mention that already? ;)
I admit, you've won ;D Good luck with your entry, Hannes. Great image!
Top Notch!
What Ulco said, fortunately I am entering to see if I could do a finally credible cliff but am not firmly enough grounded in reality it seems so have no real hope of getting above an honourable mention heh heh...So in conclusion I cry "Uncle".
Looks fantastic. Brilliant job. A real oasis. 8)
Nice to watch this one progress Hannes, very nice work
Thanks guys! This is really encouraging. :)
Two thumbs up!! 8)
I hope at some time you will give us even mini viewpoints of this entry. As with all of your images (except that spider) we want to see what is around the bend. :D
Excellent light and athmosphere!
Thanks again!! Just submitted my entry. Slightly processed image plus raw TG output (which I converted from TIFF to JPG to make the file smaller).
Now I'm looking forward to see, what other contestants have done. Waiting...
Wait, wasn't there a VR challenge as well long time ago? ;)
Great image man. All thumbs up.
I've seen some really great work during this contest.
Your image is my favourite.
Lush, surreal, but the surreal nature doesn't pull you out of it.
Let's say plausibly surreal.
Bad ass.
You deserve a whiskey
Quote from: Hannes on March 18, 2018, 06:07:42 AM
OK, another final one ;)
Took a bit longer to render, because I used higher GI settings, since this is supposed to be the final one (did I mention that already? ;)
I love all the little details and your waterfall treatment is first class. Hope you render a bigger version :) ?
Quote from: SILENCER on April 04, 2018, 09:23:44 PM
You deserve a whiskey
Great idea!! :)
Quote from: cyphyr on April 04, 2018, 10:35:47 PM
Hope you render a bigger version :) ?
I rendered it in 3K originally. I usually render at larger scale and resize it for the final one.
Quote from: Hannes on April 05, 2018, 04:19:58 AM
Quote from: SILENCER on April 04, 2018, 09:23:44 PM
You deserve a whiskey
Great idea!! :)
Quote from: cyphyr on April 04, 2018, 10:35:47 PM
Hope you render a bigger version :) ?
I rendered it in 3K originally. I usually render at larger scale and resize it for the final one.
So you make a big render and make it smaller? Hmm...can I ask why? Looks better?
Like this you get some extra sort of anti aliasing. Maybe you could get similar results by using very high quality settings in your desired final resolution, but I made the experience, that this is sometimes slower.
Apart from that I like to explore the image in hi res and see all the details, that might get lost when the image is smaller.
Quote from: Hannes on April 05, 2018, 04:48:24 AM
Like this you get some extra sort of anti aliasing. Maybe you could get similar results by using very high quality settings in your desired final resolution, but I made the experience, that this is sometimes slower.
Apart from that I like to explore the image in hi res and see all the details, that might get lost when the image is smaller.
Interesting. Tku. ;)
Great work Hannes. Looks very natural.
Quote from: Hannes on March 06, 2018, 09:04:59 AM
Thanks, Ulco. That looks cool. I even tried a displacement tolerance of 3, and didn't succeed >:(
Did you change the displacement tolerance on the arch or the planet? You need to change it on the arch.
Sorry I wasn't here to help while you were working on it. I avoided all WIP threads until after I cast my vote.
Matt
Quote from: Matt on April 21, 2018, 11:08:33 PM
Did you change the displacement tolerance on the arch or the planet? You need to change it on the arch.
Thanks, Matt!!
I have to say, that I don't remember. :-[
Quote from: Matt on April 21, 2018, 11:08:33 PM
Sorry I wasn't here to help while you were working on it. I avoided all WIP threads until after I cast my vote.
Matt
No problem, fortunately I found a way to solve this problem