Recent posts

#21
Image Sharing / Survivor 2024
Last post by Stormlord - November 17, 2024, 09:04:37 AM
After rendering a lot of clouds, it was just fun to use one of them in my latest render.
The color, contrast and final outcome made it perfect surreal!

Survivor 2024 by Dirk Kipper.jpg
Survivor 2024 by Dirk Kipper

STORMLORD
#22
Image Sharing / Re: High Alpine Meltwater Lake...
Last post by raymoh - November 16, 2024, 02:24:25 PM
Thank you for your well-meaning advice, but it's not supposed to be a sandy beach. It's a depression in the ground that fills with water seasonally, or not... There's no time for the formation of a beach. Meltwater lakes are simply more or less large ponds, which can have quite "sharp" edges, as shown in the picture above of the Austrian lake. If I have time and leisure, I might have to deal with a sandy beach.
#23
Image Sharing / Re: High Alpine Meltwater Lake...
Last post by Stormlord - November 16, 2024, 12:49:04 PM
Look good so far as a starter...
The waterline looks sharp like a knife, I would soften it.

Dune explained to me a few years ago, how I could do it.
Here's how...

Lake Tahoe (Waterline).jpg
Lake Tahoe (Waterline)

STORMLORD
#24
Terragen Discussion / Re: population madness
Last post by Dune - November 16, 2024, 01:08:36 AM
I still wonder why it would take a renderer longer to multiply something by 2 than by 0.8 ... ;)
#25
Terragen Discussion / Re: population madness
Last post by digitalguru - November 15, 2024, 07:52:35 AM
Ah, I see, makes sense. It's that color contribution pushing up the render times then.
#26
Terragen Discussion / Re: population madness
Last post by Dune - November 15, 2024, 07:48:34 AM
I set the leaf texture base color to 2, which is pretty extreme IMO. Especially since the leaf texture itself wasn't overly dark.
#27
Terragen Discussion / Re: population madness
Last post by digitalguru - November 15, 2024, 05:05:45 AM
Quote from: Dune on November 15, 2024, 01:30:09 AMI never thought it would take more time, I thought it would be a fixed number of light reflections/passes to be computed.
Yes, that surprised me too, maybe Matt can shed some light on that.

For me, I think a lot of comp love is needed to get this working, to separate leaf shader values for shadow casting and beauty renders, but it's encouraging you got it working at a standard exposure (thinking about the last two images in your sequence). B.t.w in your last caption "exp 1 trans 1 opac 1 leaf 2" what is "leaf 2"?
#28
Terragen Discussion / Re: population madness
Last post by Dune - November 15, 2024, 01:30:09 AM
I don't think translucency should be higher than 1 (not natural). I usually use around 0.4-0.6, but I may have to revise that strategy. Depends on the species of course, some have thicker blades in nature, letting less light through. It should also carry a texture (leaf nerves and all that), but I never do that, if only because a translucency mask is not quickly derived.
Exp=exposure indeed, and I think the one before last would be the goal, but with higher exposure. Quicker to render too, the latter is just too slow. I never thought it would take more time, I thought it would be a fixed number of light reflections/passes to be computed.

No I didn't change the shadow softness, I usually keep that at default (as it's the natural softness). What I also do occasionally is hovering an invisible (slightly illuminated) plane or dome above some dark area. But it's a cheat too, and takes time, and produces more grain. A little no shadow sun also helps, but then you sometimes get light inside parts you don't want light in (nose holes ;D ).
#29
Terragen Discussion / Re: population madness
Last post by digitalguru - November 14, 2024, 08:15:31 AM
Dune - good tests! Much more thorough than mine! I like the last two best, but would say somewhere between those two(trans=1.5?) Would be interesting to see more direct light breaking through the canopy throughout (for a more "dappled" scene) not just that central area. Also interesting to see the best result (at least to me) is with exposure at 1 (assuming that's what "exp" is), more useful as its not blowing out the rest of the scene just to get those shadows working.

Yes, experienced the same slowdown here (with higher translucency) as soon as I plugged textures into Matt's basic setup it rendered in a fraction of the time.

Edit: Did you try playing with the sunlight shadow softness? I tried reducing it in mine to allow a little more direct light through. Would also be interesting to see some direct shadow from the trees to see how this setup affects it.
#30
Image Sharing / Re: High Alpine Meltwater Lake...
Last post by Dune - November 14, 2024, 07:45:45 AM
Great!