In line with the white tradition ;)
Excellent start. I'm not so keen on the warped areas (Texturing could make it work though) but I do like the open faces versus the tightly grouped detailed areas.
Welcome to the fray :)
A strong start with some nice shapes. The Contest is now getting much more intense!
Well done!
Dune my dear i waited for this :o 8) ;) I like it... ;) But Rene pretty forward at start :-X ;) !! BUT i know you, it will be an interesting challenge ;) ;D
And it begins ...
Warp is some tilt and shear, masked. Easily taken out.
"What, what just happened?!" "Dune landed... With a bang...".
Those cliffs remind me of some I saw at the Mediterranean, folded, warped... Like dough of "Sugar buns".
I'm trying to do this without a compute terrain or compute normal, kind of like a personal challenge ;)
Looks already gorgeous!!
Ah Hah! Even with this self imposed handicap the odds makers in Las Vegas still have you coming out a winner! Seriously though, this certainly will be a challenge and hopefully you'll share some of your 'alternative' magic. ;)
Well, I can tell you a little already; it's a line of vector displacements, masked and combined, rotated, and so on. But now I'm thinking to add and mix the vectors themselves before a final vector displacement, which should be better. It's only a bit hard to think in vectors ???
QuoteIt's only a bit hard to think in vectors
Go ask Lt Chekov, he's used to it!
Seriously, what you'r talking about is in the realm of the dreaded blue nodes so it's totally beyond my grasp. :( But the results I do dig.
It's not all blue nodes, but I admit that I use some. But (hint) even fake stones are vectors sort of.
Anyway, I made a new, different setup, using one compute normal to be able to pull the top soil layer out a bit. More tests/setups to come....
Nice find :)
I'd often wondered if the FS was based on the Voronoi Diff and with your prompting I've just found out it is. (same seed and scale and they match perfect)
Cool tide line, maybe a little sharp
Nice squarish rock shapes. :)
Yes, I'm not very satisfied with this yet (it's all to squarish), but I thought I'd post some of my trials (and errors). I may enter with something completely different.
Anyway, here's another one, added a dino for size ;)
Next try.
Don't know about the dinosaur... :) The atmosphere and scale of the second one is very appealing. So it's to be Sea Cliffs? Should be amazing given your skills with water and rock!
I don't know if it's to be sea cliffs. I have a thing with water >:( Too slow. Plenty of time still to make something nice.
Another setup.
looks pretty nice already.
QuoteI have a thing with water >:( Too slow.
The same here, a hate/love relation! Down to the horizon the render takes only a couple of minutes but the part with water fifteen, twenty minutes.
Those new cliffs look great, just wondering what those dots are.
All are great, but that fish hook effect at the base of CLIFFS with dinosaur is cool. Sand effects pretty neat too in all of them.
Looks fantastic!
I first thought the white vertical stuff represents bird droppings. But since each white part is perfectly vertical I guess, it's water?!
So...
Quote from: AndyWelder on February 04, 2018, 03:02:11 AM
...just wondering what those dots are.
Water too? If so, I'd say there should be
many many more smaller and random sized spheres. Just a thought...
;)
Almost forgot this; another setup I tried. Some interesting areas, but a lot of glitches and not natural enough.
We have to be watching the same programs, I just saw those guys on the Nature Channel the other day... :)
(I know, you do this kind of stuff in real life.)
Rocks are nice, you must watch a few American Westerns filmed on location..your creation is absolutely possible in nature. I had to look real close while viewing an older western the other day to see if the canyon hideout was real or cardboard. old black and white film.
Many great options to chose from.
All good of course but I liked the last on, the birds on and CLIFFS_17-01-18-v4B-test1.jpg best.
Wow, the last one looks fantastic!!
I just keep on posting ideas and trials, but may come up with something very different in the end. So; another setup.
Too bad the fractal warp can't be controlled by altitude (at least I didn't get it to work).
The lower part looks great, but the upper part of the mountain somehow looks a bit like creamed. Is this accidental or is the snow distributed differently?
No, it's just a trial, and I attempted to give the top a soft snowy look, but the fractal warper can't be restricted to altitude. I also added some strata, but that didn't come out well either. Just a trial, I'll keep on messing ;) But yes, snow is distributed differently too; lower by displacement intersection, top by slope only.
Ah OK, Ulco. Keep on trying! :)
I did ;)
It's always fun to watch you push the possible in TG!
The last one is not a winner unless at a humor contest... ;D
8) Me likey.
Oh that is very "Ice Age". Nice one :)
I see a human head looking up into the sky. The nose is a little small, but I think you might be able to see it. ;)
Looking awesome...love that snow!
another one.
A great sense of scale! Some minor crit: to me the top looks a bit too evenly covered in snow. As if it was painted. Shouldn't there be some spots without snow?
I could do that (and I might), but sometimes you see tops that are completely just all snow. Like this.
I need a free skier ;)
Oh, indeed.
That's a lovely if chilling photo, could be my back yard from the temps outside, currently -25 C. with a High predicted of -19 C.
What the hell am I doing here?
Very nice the last block. 8)
With rock.
Quote from: Dune on February 09, 2018, 02:40:38 AM
With rock.
O K, I'm turning in my pixel license heh heh heh
This is so sick.... What a picture, really phantastic!
Well Done, respect!
STORMLORD
:P :P :P!
If it is that scary looking up, can you imagine....did he say skier?????
Very nice!
Something else, with procedural mountain track.
very cool
Indeed!
Nice Ulco. :)
Now that is a real cliff hanger.......stay tuned... ;D
Quote from: luvsmuzik on February 21, 2018, 12:56:24 PM
Now that is a real cliff hanger.......stay tuned... ;D
groan
Very nice and a great idea
This is the kind of render that rubs my nose through the fact that I have way too little understanding of TG. I envy your skills, Ulco and I'm in awe... Such a poetic scene...
Not easy to achieve and also a very beautiful picture. I much prefer the light of the last one! :)
So do I; the mist was an experiment with shadows from objects, but it didn't come out as I hoped it would. But just took a few hours more. The lights are the illuminated glass parts of a lantern, but I tried some glow around them by adding a pop of invisible rocks, same seed as the lanterns with luminance of 6 or so. It's bareley visible and kind of tricky to get right.
Btw. the road system is available at NWDA, so anybody can do this in principle.
I like this concept too, but have to work on the rock. And I might need to get closer to that bridge, or you won't recognize that guy waving...
The rockwork is fantastic and the POV is spectacular, not sure about the lights on a cliff face path leading to a rope (?) bridge though. The light and the sense of space is very appealing. :)
These things grow, sort of. Started out as a rockwall and a complete bridge, then I thought about breaking down the bridge (ZBrush), and adding some planks (no rope). Then thought about adding the mountain track, then the lights came into it. I'll probably drop them again. Might add an old car on those planks, just for the fun of it.
And the rock still needs work (it started out as experimentation with several setups).
Other version.
I thought Ver 3 + road was already a winner myself.
I prefer versions with lights.
For the rock formation I like the version BigRock_18-02-18_v5 + road-test2, but prefers the half-light mood of the version BigRock_v4 + road-2.
Still not finished experimenting, and I might as well post. Changed the bridge too.
I like them all, but the last one is really very impressive.
Looks like a road in India or Nepal....without the painted stripes... :P
Very nice render!!!
Especially the last one is fantastic!! Very atmospheric.
Thanks guys, but now for some decent rocks ;)
Top view is impressive
Now that's impressive!
Agree with the others. I personally like this best as it gives context to the bridge///I like the "tour bus" down the road. Nice detail also handy for context. Keep on blowing my mind thank you very much!!!
Oh my! Don't look down! :)
Three more versions with better rocks.
ver 3 for me
Monumental. The dept is awesome. Like a cool movie shot!
Killer mood in this
Really cool! But there's one thing: to me the rocks look too big. Somehow makes the image look like a miniature. At least to me...
number 3 for me too, great image.
Quote from: Hannes on February 26, 2018, 02:58:11 AM
Really cool! But there's one thing: to me the rocks look too big. Somehow makes the image look like a miniature. At least to me...
Upon 2nd look I have to agree...I thought there was something that was off on first flush, but I'm generally astounded so much by Ulco's work I assumed that was just me heh heh
Yes, maybe so. I'll try to reduce them. But here's another version, with the rock now masked by horizontal PF. That already makes a difference.
Much better. I knew you wouldn't leave those little biscuits like that. :)
WOW, this is looking really good. Like a scene from a movie :)
Very beautiful picture and atmosphere. The light and vegetation are excellent.
Just a critic for the the road, I do not know with this texture of what it is made and its lines that accompany it are a little strange.
I initially had made a gravel road, but I wanted it to stand out a little more, hence the (old) tarmac and roadlines (to keep people on the road).
Great POV
Yes, that's much better!
Nice refinements in the rock walls, great atmosphere!
Agree, Keep. On. Tweakin'.
Well, I've had it with this one, off to something else again... ;) Not very satisfied yet, though >:(
You may not be satisfied, but it is the image so far that is the most photorealistic presented for this contest among all the participants gathered. 8)
Lighting is neigh on perfect. Honestly thought it was a photo when I walked back in the room. Is the strata bands an image map?
Agree with Richard on the 'most photo realistic' yet in the comp...really fools the eye.
Truly fantastic (!!!!!),
but since I'm a notorious nitpicker, I'd say the wavesize is a bit too large to my taste and the stretched foam patterns perpendicular to the coast look a bit strange.
Otherwise incredibly good!!!
Well, that's encouraging. Thanks guys. So I'll continue working on this. Do nitpick!! Better version is rendering right now, without water, but low tide version (lot faster).
Lines are by contour shader. I don't really like the contour shader, but it kind of works here.
Yes, the foam lines are remains from windblown high waves at the ocean, but maybe too much, too large. Maybe I'll try to isolate the wave tops and stretch foam from there (somehow...).
Update. I used Daniil's erosion plugin on the lower parts, to get these streamlines. After that raised upland, etc. Landmass is a get position + X to scalar + a smooth step, warped.
Great update but I think your scale is a little off.
I'd make the ship 30% to 50% bigger and lower the displacement of the mud flats (the texturing of which is perfect) and lower the beach falloff angle by about 50%.
Looking great otherwise :)
Thanks Richard. The ship is about 90m (I think about true size), so I'll start by lowering the displacements. Good idea, see what it does. I wasn't satisfied with the rockface, so good opportunity to change that as well.
I figured your first shoreline cave was your clever use of a simple shape and sphere displacement.....now on the second of this series did your erosion application do the cave like depressions or just lucky coincidence?
The cliffs look great and the sandy part as well, but to me the scale is really off. The cliffs look huge and shot from a distance, but the sand part looks like shot from a meter distance.
Cliffs are about 100m high, but I'm already trying a lower displacement on the muddy and debris part. See if that helps.
Cave is just a simple shape masking a distribution shader set to min and max altitude and a vector displacement shader, very simple.
The second sea cliff has more technical brilliance, but I think the first one is a more appealing image. What's to become of the wonderful vertigo inducing prior scene? As always your visions and skills are astounding!
Quote from: Dune on March 01, 2018, 10:31:59 AM
Cliffs are about 100m high, but I'm already trying a lower displacement on the muddy and debris part. See if that helps.
Cave is just a simple shape masking a distribution shader set to min and max altitude and a vector displacement shader, very simple.
Oh I see now...you don't always make it separate like the famous arch is done....cool! Thanks!
Less imaginative than the previous ones but therefore more realistic. The flattened mountains in the distance fit well.
Yes, that's something to consider too.
Two more versions. I added the mechanical stuff for size comparison, but I don't know if I like it. Perhaps a simple ruin or lighthouse is more appropriate. Reduced the chunks of rock debris, which is better IMO. Also changed the higher hills.
There are also 3407 guillemots sitting on that cliff ;)
Definitely like the last one. Maybe the frame of a sunken wooden ship ... ?
Also the lighting was better in the first one, not sure what has changed (other than everything lol)
Like the guillemots!
What first one do you mean? I may have doubled haze or so.
Maybe this is appropriate, abandoned, modded oil rig, hung with 'ivy generated' seaweed.
This looks really good!! But to me the wet sand or mud part still looks too large compared to the cliffs. Maybe it's just me, but when I look at the image I have the impression that the cliffs are just one meter high.
The wet part looks insanely good and so are the cliffs, but to my taste it just doesn't fit together scalewise.
Tsunami?
The clif is excellent. I find the low tide unrealistic unless it announces a big tsunami. The low tide can sometimes spread over several kilometers as on your image but in the strongest tide of the century the water level reaches a maximum of 16 meters. I agree with what Hannes says about the sands and the size of the cliff.
I see what you mean. Maybe the displacements are too smooth and simple, maybe it needs more gullies, etc. I'll try to find some refs.
Yeah you've lost the scale a bit in the last few iterations. I think it might have to do with the blanket reflectivity going on as well. Could probably do with toning down.
I can do the tsunami, if you here alright, Ulco ?
The cliff face looks excellent Ulco.
Yes, that's a good idea, Jon. After working on something for a while one tends to overlook certain things (especially if other ideas to build get the overhand).
And, Bastien, a tsunami would be something for you to make. I guess you make something very special out of it.
Plodding along and testing stuff. Still not what I hoped it would be.
It might be a matter of taste. Both, the cliffs and the mud part look insanely good, if you take them separately, but to me they still don't fit scalewise.. I always have the impression that the cliff is a miniature. But maybe it's just my impression...
Quote from: Hannes on March 06, 2018, 09:33:31 AM
It might be a matter of taste. Both, the cliffs and the mud part look insanely good, if you take them separately, but to me they still don't fit scalewise.. I always have the impression that the cliff is a miniature. But maybe it's just my impression...
Killer work here.
I can also see the scale issue...
>:( :( ??? :-\ :'(
Still in this version? I don't see it, but if you all do, it must be me.
This one is waaaay better. Only the boulders look a bit like pebbles. It might look better without them. I think...
Quote from: Hannes on March 06, 2018, 11:12:10 AM
This one is waaaay better. Only the boulders look a bit like pebbles. It might look better without them. I think...
Yes great update. Agree with the boulders.
Maybe less and closer to the cliffs, I'll try.
This one is way better. Not a fan of the rig but that is immaterial to the quality of the image.
I needed something to compare scale with, but I could think of something else maybe. Gulls, more trees, lighthouse...
These guys won't help much ;)
That mud is so realistically gooey, you would certainly sink right in. I suppose scaled down to 1/10th it is just too tight and loses all your wonderful detail. I agree it doesn't fit but I have not seen a reference, so you could be spot on.
Cliff is another masterpiece.
Sorry, you posted twice since I saw the latest. This is better mud. :)
Quote from: Dune on March 07, 2018, 01:41:37 AM
I needed something to compare scale with, but I could think of something else maybe. Gulls, more trees, lighthouse...
These guys won't help much ;)
How about one of your historical ships all rotted away with just the "bones" of the ship showing. Or you could do a petrified forest, just the stumps maybe.
I had one of my bony shipwrecks in, but it was pretty small in comparison to the cliff, so hard to see. Maybe I put it back in, but you can't really know what size it is. Got a ruin now, but still experimenting with better cliff textures/displacements.
Updated without the rig, but a ruin instead. Rockface is no good, but I might replace by the rocks of the second render. In that one I tried an arch like Hannes did to see whether I got the shadow issue... but I didn't. Just all normal. But I bent this sphere down, so maybe it's worse if you bend sideways....
Hi Dune,
Maybe some of his pictures might be suitable as references for your tide.
https://www.google.ca/search?client=firefox-b&dcr=0&biw=1322&bih=885&tbm=isch&sa=1&ei=d76iWpvIB9GYtgWH57-4Aw&q=clifs+low+tide&oq=clifs+low+tide&gs_l=psy-ab.12...0.0.0.49519.0.0.0.0.0.0.0.0..0.0....0...1c..64.psy-ab..0.0.0....0.zLiEfKndlaA
https://www.google.ca/search?client=firefox-b&dcr=0&biw=1322&bih=885&tbm=isch&sa=1&ei=qb6iWtX0IoWGtQX_0re4Bw&q=seven+sisters+low+tide&oq=seven+sisters+low+tide&gs_l=psy-ab.3...24483.27944.0.28506.13.13.0.0.0.0.86.966.13.13.0....0...1c.1.64.psy-ab..0.2.158...0i7i30k1j0i7i10i30k1j0i7i5i30k1.0.Zvcz4nbIjZc
Quote from: Jo Kariboo on March 09, 2018, 12:09:10 PM
Hi Dune,
Maybe some of his pictures might be suitable as references for your tide.
https://www.google.ca/search?client=firefox-b&dcr=0&biw=1322&bih=885&tbm=isch&sa=1&ei=d76iWpvIB9GYtgWH57-4Aw&q=clifs+low+tide&oq=clifs+low+tide&gs_l=psy-ab.12...0.0.0.49519.0.0.0.0.0.0.0.0..0.0....0...1c..64.psy-ab..0.0.0....0.zLiEfKndlaA
https://www.google.ca/search?client=firefox-b&dcr=0&biw=1322&bih=885&tbm=isch&sa=1&ei=qb6iWtX0IoWGtQX_0re4Bw&q=seven+sisters+low+tide&oq=seven+sisters+low+tide&gs_l=psy-ab.3...24483.27944.0.28506.13.13.0.0.0.0.86.966.13.13.0....0...1c.1.64.psy-ab..0.2.158...0i7i30k1j0i7i10i30k1j0i7i5i30k1.0.Zvcz4nbIjZc
Well looking at many of these, it is we who may be ignorant. Perhaps just a different POV on the mucky ones :)
Nice refs, thanks. I may have the sea coming in again, but my main point is a more appropriate cliff.
Very nice! I really like the color variation you have in your cliff surface; it's very natural looking.
Thanks. Here's a new setup. I may use these rocks on the tidal one.
8) Very nice. :)
great rocks and monumental view. :)
Very nice! I very like the wave too! :)
I have to choose something to work out soon...
Quote from: Dune on March 13, 2018, 02:50:01 AM
I have to choose something to work out soon...
You have lots of options that's for sure.
Amazing stuff!
Excellent cliff again!
Thanks. Problem is I'm getting a lot to do coming weeks, so I hope I work something out a bit better for the final entry.
Quote from: Dune on March 14, 2018, 02:17:57 PM
Thanks. Problem is I'm getting a lot to do coming weeks, so I hope I work something out a bit better for the final entry.
No doubt you will, your most unsatisfying to you are miles above anything I've come up with so far...heh heh. Use any of em...
Maybe. The problem is I'm never satisfied, and there will undoubtedly be competitors who don't share their WIP's (for whatever reason) and come up with something astonishing.
Anyway, added back the water I turned off, but I hate those artifacts in the waves. I can clone them out of course, but I'm also a bit of a purist. And tried a new cliff face setup, not entirely what I envisioned though.
The water looks great! Gives the image a sense of scale. The artifacts aren't too prominent I'd say. At least to me.
You changed the cliffs, didn't you? I prefer the previous ones, but ask ten people, and you'll get ten different opinions. Anyway, terrific work!!
Thanks Hannes. Yes, still playing with setups for a nice natural cliff. Very informative, I may have 10 different setups by now.
now yer just braggin heh heh
Pretty picture, Ulco's. :D
With setups I mean different ways to make interesting cliffs. I always try them out on a simple cliffshape, and occasionally that grows out to something. At other times I make all into a clip if it looks any good and import it in a complete setup. Like now. But still not satisfied, as it doesn't look like a real cliff with those strange warps.
Quote from: Dune on March 17, 2018, 02:28:05 AM
With setups I mean different ways to make interesting cliffs. I always try them out on a simple cliffshape, and occasionally that grows out to something. At other times I make all into a clip if it looks any good and import it in a complete setup. Like now. But still not satisfied, as it doesn't look like a real cliff with those strange warps.
check...as you may have noticed I've yielded to the Fantasy /Fantastic style out of ineptitude.
It's looking good tho Ulco. Cliffs can have all sorts of warping going on. Do a Google on "chevron cliff", you'll see some extreme warping. I've just got back from a week in Cornwall in the UK and the south coast cliffs are pretty much all this pattern.
Chevron cliffs are pretty weird indeed. I just keep it simple, I guess. So here are a few more tests.
These black and white versions are really cool!!!!!
These look great and the boat is exactly what I was talking about earlier. Shows off the scale nicely.
The last one is also worth persuing ... maybe soften the sharpness of the strata very slightly and bring the boat ribs to the foreground ...
Once again I find myself in agreement with Richard with the add on of "Please keep them greyscale"
Agreed, the grayscale versions are fantastic. I think the addition of the foreground area also helps a lot though. Looking good!
- Oshyan
The cliff as well as the water and the clouds in the distance covering part of the mountains adds a beautiful landscape atmosphere to the seaside and are excellent. A small criticism about the plane on which are the birds and the seaside has a zone of gray having almost the same values making distinction of distance difficult. I have a feeling at first sight that they are on the same plane and at the same distance. The wreck is interesting but can not by itself create convincingly this distance.
Thanks guys. I don't know if (or whether) I should enter with a B&W version. It can be realistic in terms of B&W photography of course. I like it too, but I hope to make it more like an Ansel Adams image then.
Jo, you're right and actually I was worried by the same issue. maybe some local haze or indeed a drastic change in hue (in color that wouldn't be a problem).
I did another rock setup yesterday, but I'm not pleased with it yet, way too regular. I also introduced a faultline, but it get's kind of funny with this straight rock. Nor do I like the water's edge. But I have a brilliant idea now... 8)
WOW, those BW images are incredible! But I agree with Jo, and the last image shows the foreground better.
Really gotta say, the way the beach rolls into the surf in the horizon is just beautiful. Love the cliff coloring too.
Lots of depth in this. The rock face is looks soo good
Those are looking fantastic. Very crisp displacements. Great work.
Now I'm torn as having seen the full colour version I lean heavily to it. You do such great realism it's be a shame to lose your colour sense....
As if all his ideas were not already brilliant....a real pleasure to watch WIPs :)
Quote from: luvsmuzik on March 25, 2018, 12:02:21 PM
As if all his ideas were not already brilliant....a real pleasure to watch WIPs :)
As if indeed.
Great work, Dune!
Here's my problem, in red the fault (vdisp the textures by a simple shape) which turns out ugly and repetitive, and in blue the 'too much repetition and angularity' problem. The strata are in fact just very hard XZ stretched PF mixes, displaced and colored at the same time.
To me the areas you outlined aren't too bad. I think such things could occur in nature (I think everyone of us knows this phenomenon: you see something in nature and you think to yourself, if anyone would have rendered that, it would be a crappy render :))
However, what I find more disturbing is the area left of the red circle on the lower part of the cliff. The texture is even more distorted there. I don't know how you created your cliff in detail, and maybe this is just nonsense, but wouldn't a transform shader set to world space right before the "distortion" happens help?
Hannes is right. Feeding the shader through a transform shader using world space often does the trick.
Quote from: René on March 26, 2018, 05:33:43 AM
Hannes is right. Feeding the shader through a transform shader using world space often does the trick.
Quote from: Hannes on March 26, 2018, 04:13:36 AM
but wouldn't a transform shader set to world space right before the "distortion" happens help?
What exactly is happening when you simply drop in a transform shader set to world space? Is the terrain after a "Compute Terrain" not in world space?
I do use that in a lot of cases, except where it disturbs further displacements, because IMO, using it means further warps are not working properly.
But the area you refer to is a cave! It should be distorted inwards. Only thing is that these caves are often hard t darken, except with lowering of GI, and I need to to be higher than usual again. Dilemma ;)
I really like this series and prefer this last version in color!
The particular displacements that you show in the circles of colors are unusual but it surely exists also in nature.
I also like your (angular rock) series. :)
I really think the cliff face looked the best on page 8 "Cliffs of Moher 26-02-18-v4-test2B" to be honest. All of them have amazing qualities for sure, however personally that version to looks the most real.
Only 2 weeks to go !
Very nice work Ulco.
Quote from: Dune on March 26, 2018, 06:23:32 AM
I do use that in a lot of cases, except where it disturbs further displacements, because IMO, using it means further warps are not working properly.
But the area you refer to is a cave! It should be distorted inwards. Only thing is that these caves are often hard t darken, except with lowering of GI, and I need to to be higher than usual again. Dilemma ;)
maybe put a negative light in the cave, used to work in imagine
Thanks guys. I see your point, Danny. That's my problem, I always want to test something new, and still have 2 ideas to work out. Maybe I will be too late entering :P
Negative light, good of you to remind me, Bobby, I'll try that.
Negative light is not really working (cave turns nasty black), though I didn't pursue it very far. I unchecked the cave for now. And tried another setup with warped strata in two layers. But I find it a bit contrived. Also some other seeds for cliff softness and warp. Still work to do...
The mood and water are excellent but I prefer precedent deplacement for the cliff!
Quote from: Dune on March 28, 2018, 01:34:56 AM
Negative light is not really working (cave turns nasty black), though I didn't pursue it very far. I unchecked the cave for now. And tried another setup with warped strata in two layers. But I find it a bit contrived. Also some other seeds for cliff softness and warp. Still work to do...
Well it might have worked, apologies for wasting your time there.
I'm not quite sure about your latest version. I think the previous ones were way better.
Quote from: Hannes on March 28, 2018, 11:41:12 AM
I'm not quite sure about your latest version. I think the previous ones were way better.
Ditto and I think this one, "Cliffs of Moher 26-02-18-v9B-test3.jpg", is my faveorite...I like the wee alcove that happens in it.
Agreed. My favourite as well.
I don't know if that's my favorite. But I'm not finished yet ;) Here's another setup, still no good. I like some elements, but others not. Cave is set too low too.
Big like on the cave and I see what you mean but that's fix-able...watching this...
The cave is a lovely touch.
Already very attractive. If you want to make the cave stand out more, you might want to use a second sunlight in the right place with extremely soft shadows. Maybe some tiny detail for the rocks in some places without changing the overall look?
That's an idea, René, about the extra sun, though I try to keep render time down. Despite the huge number of nodes (I'm afraid it's not plug&play), it takes only 3 hours at 0.6 and 6. Already got better rock rendering (with small displacements).
A wide spotlight above the cave area may also work, very subtly.
Whichever cliff you decide to use, it seems you have conquered the coastline foam. ;D
I have so little time, but did a few adjustments. I think this will be my last test (without reflection and cloud for faster testing). Some minor editing will be done too, to birds, seagrass areas and stickingthroughstonegrasses. Unless someone detects another major flaw....
The sea near horizon has some strange stripes, but I guess it's remains from warping. It will be invisible in final with reflections.
I guess, this is the best cliff you got. Very natural, and I think the scale looks perfect now. Of course the reflection of the water will be the icing on the cake. Great job, Ulco!
Wow! Just love the foreground addition. Your render is almost ready for battle!(the water stripes) Good luck man!
Thanks guys. I'll post the full thing one of these days.
Looks great, I especially like the walls along the cliff top!
I like this cliff and the addition of birds are good elements. I can not wait to see the finale with the clouds.
It's nearing the finish line, having rendered for 7 hours now at 4K width.
You have a few grass instances that appear to be growing oddly on your rock in the foreground near the geese. Perhaps something to fix in a crop render?
- Oshyan
Yes, that was one of the edits I had to do. Thanks. Final is now ready (9 hpours) and amazingly the light/contrast is quite nice without any postwork. I'll post soon.
Okay, here goes. I might have changed more subtle stuff and added things, but I'm getting fed up with it now, and need my time. 9 hours to render at this size @06 and 6, with soft shadows on. Virtually no post, not even color adjusts. I did try HDR change from an exr output, but it was too contrasty and I didn't like it. Automatic contrast made it too hard too, and I like the hazyness, it suits the wet environment.
Looks very nice Ulco.
Excellent! Not really bad render time for resolution tho. Your coastal foam here is great. Nice beach with debris and cave! Great rockface and vegetation outstanding. Good luck!
Beautiful! I enjoyed seeing all the evolution of your work to arrive at your final result.
A truly excellent image! Tough competition in this contest no doubt!
A wonderful piece. Great atmosphere and detail.
Loads of great detail there. Great bit of work.
+1. Well done. :)
Thanks guys.
Congratulations Dune, the last work looks stunning :o ;) :-X