Right in the middle of all my experimenting....
Unit HP 16G Intel i7 3.6 mhz
Image 1 before update MPD 0.6 AA6 Render time 18 min CPU did not check usage performance
Credits: Rock right cube rock with displacement pipe after default shader, color function surface shader WASasquatch clip fantasy granite light.
Rock left cube rock with displacement pipe after default shader, color function surface shader WASasquatch clip Dirty marble shader, scalar 10
tree Blender 2.79
grass masonpappy file share
fake stones mhaze
cave guy Manuel Bastioni Blender plugin Getting to know expressions and Blender Hair Tool on wide open mouth guy
Garb Blender cloth/collision fabric sewing through animation simulation / Blender Hair Tool curves mesh ribbons fur
( In the middle of all of this I am trying to parent , with data transfer method weights, the garb to the avatar so clothes do not split apart when posing) ???
Image 2 after update path tracing on surfaces enabled Render time 1 hour MPD 0.6 AA 6 100% usage but ticked right along with no lags
Disabled avatars
Changed scalar dirty marble clip to 5 I will probably take that down to 3
THE CRASH IMAGES
Here is where I rendered on the 4G unit with the recent frontier update. Only 2.6Ghz Win10OS
Although slow, unit runs Blender 2.79 and loads MS 3D paint and other graphic intense apps. Also does TG4 Creative animation renders. When idle CPU usage is at 2% with background apps running and startup apps are less than 10%
Image 1 robust path tracing MPD 0.6 AA4 no change in original voxel setting (not used)
Image 2 robust path tracing MPD 0.6 AA4 changed voxel count to 100 and moderate acceleration.
(was also curious as to why voxel count seemed to increase cloud altitude and depth when it was not changed)
Edit On recheck I did change cloud altitude and depth for voxel increase.
The crash after changing AA to 6 with robust path tracing and voxel count 100.
I will disable the lake and rerender, just in case it is the reflection?
16G unit
Reflective shader after default shader before displacement PF on cube rock. Robust path tracing
intensity 0.25
roughness 0.008
Ray trace reflection softness 0.08 ? use or no ? I did use
MPD 0.6 AA6
Oh I see now that Matt used luminous cards for preview update render, no wonder ;D
4Gig unit UPDATE ON CRASH IMAGES
Well ....either some antivirus app was running a system analysis while I was trying to work early today or if I do not touch the new version render to peek at something else I may be okay with 6AA.
I did also disable the lake and another shoreline reflective surface layer.
6 hour render time however. Which is normal for this unit with populations and clouds, usually done in inactive usage time.
MPD 8 AA10 robust path tracing enabled Cube rock and masked faked stone layer both have reflective shader added.
Before examining the tgd example file shared by Oshyan. I just used a masked fake stone surface layer for the beach, I shall have to try the plane with Lambert shader version.
Sunrise
Preview tgd MPD5 AA4 Render time 21 minutes
Changed x and y mesh displacement to 2
Nice version! I like the look of the mud flat.
Thanks DocCharly65!
This one is my rock (sphere) displacement. This time MPD 0.6 AA10. path trace robust detail modifer at 1 It certainly picked up every detail. :)
I masked the beach reflection for some variety. Rock still has reflective shader. I will probably eliminate it on the rock altogether as it is not what I am wanting.
This is a case for me personally where it would be nice to apply the burst filter after render. I know it was mentioned once or twice, any hope?
Meanwhile out in the middle of nowhere....
path trace robust, detail modifer 1
Old tower tutorial file
All this path tracing makes me super jelly! :-[
Love that last image, the spire, looks ominous out there by itself.
Really a mysterious sight!
Remembers me to that old PS3 game: Journey!
Like :)
Thanks everyone! :)
I was eyeballing the world's strangest rock formations the other day and saw one of a rock formed in the middle of a desert terrain, so ........here it is, sorta, haha.
Another was a bridge of squarish stones balanced between two cliffs, should be easy enough....
sky high
12000m x 8000m inverted crater tower with some odd strata displacement offsets
31h render 0.6mpd 6AA
THE BIGEST TOWER OF PANCAKES EVER!!!
Where can I get sirup???
Looks really impressive huge! I like the POV and the impression of of incomprehensible height!
Thanks all. Sorry for slow reply....been up to my chin in doctor appts. since these.
Anyway this render is mhaze's Slightly Toxic Waterhole file share:
https://planetside.co.uk/forums/index.php/topic,22749.msg229799.html#msg229799
Path traced
Surface layer effects enhance color and displacement quality.
Water....tried volume color and reflective shader, I think maybe water could be smoother
Quote from: luvsmuzik on January 18, 2019, 06:14:03 PM
Thanks all. Sorry for slow reply....been up to my chin in doctor appts. since these.
Anyway this render is mhaze's Slightly Toxic Waterhole file share:
https://planetside.co.uk/forums/index.php/topic,22749.msg229799.html#msg229799
Path traced
Surface layer effects enhance color and displacement quality.
Water....tried volume color and reflective shader, I think maybe water could be smoother
Well well well, this is a beautifully composed image and PT really gives it a Pro sheen...well done.
Definitely dig the rock towers! To me the sand ripples and rocks / boulders are out of scale. The water? That one is a trick for me to get right, so I don't know. Hope all goes well with your medical situation!
I hope you get well, soon!
Nice new render!
Perhaps a bit less clouds? I like the contrast between the rocks and the blue sky :)
Thanks for the suggestions and good wishes!
Here is a little fiddle with WASasquatch's Cliffside Scene from file sharing. I don't like the clouds either.