Another Blender tree with v3Powerfractal for bark color. I am trying to get this PF to displace also. Is that possible?
Gras7 TGO population
Crabgrass1 TGO population AP? Thanks!
Fiddling with strata and shaders
Ran it through Poseray and put a bump on it.
Here is a clip render of tree with image and PF (black&white) function applied. So yes you can!
What a nice idea!
Your solutions... make my trees great again... ;D
Looks more like a bump map actually. The only way to get imported geometry to displace is with this:
That is two different PFs one for color and one for displacement(B&W) through a transform input world position and set at neg4. Then a speckled B&W as displacement image, dunno, it worked.
I think what Bobby is saying is that in Terragen you have Ray Trace Objects enabled by default, and as long as that is enabled and you do not override it on a per-object basis, then you will not get displacement. Instead, displacements are rendered as bump maps, which only affect shading and do not deform surface geometry. So you *will* see an effect, but it will not change the silhouette (and actual shape) of the object. It just simulates the appearance of bumps.
- Oshyan
Quote from: Oshyan on December 02, 2016, 05:35:03 PM
I think what Bobby is saying is that in Terragen you have Ray Trace Objects enabled by default, and as long as that is enabled and you do not override it on a per-object basis, then you will not get displacement. Instead, displacements are rendered as bump maps, which only affect shading and do not deform surface geometry. So you *will* see an effect, but it will not change the silhouette (and actual shape) of the object. It just simulates the appearance of bumps.
- Oshyan
Thanks man, I'm a bit short on explanations but that nails what was happening inside my head when I wrote that.
Quote from: bobbystahr on December 02, 2016, 07:27:57 PM
Quote from: Oshyan on December 02, 2016, 05:35:03 PM
I think what Bobby is saying is that in Terragen you have Ray Trace Objects enabled by default, and as long as that is enabled and you do not override it on a per-object basis, then you will not get displacement. Instead, displacements are rendered as bump maps, which only affect shading and do not deform surface geometry. So you *will* see an effect, but it will not change the silhouette (and actual shape) of the object. It just simulates the appearance of bumps.
- Oshyan
Thanks man, I'm a bit short on explanations but that nails what was happening inside my head when I wrote that.
Thank you both for those replies. I knew I had had success with objects that were already displaced and used. Here I was trying to give the PF a not so smooth look. It is okay that I just *see a variation* rather than just a smear of two colors. Thanks for the heads up on all of that. I can make a displaced tree trunk but I do not know what is a reasonable size object for a beautiful tree, or anything else. I shall study free share file sizes to compare. I have probably enough free shares for a couple of forests and at least one jungle, but it is fun to try to make something for me. ;D
This is an example of a displaced tree trunk (out of program) using a vertex group for just the lower trunk. An image texture is applied to entire tree. I think it resembles a realistic tree trunk. So I do understand what you are saying about displacing geometry. In Terragen, only objects listed in "displaceable objects", other than terrain, will displace or no?
Nice tree experiments.
" In Terragen, only objects listed in "displaceable objects", other than terrain, will displace or no?"
It used to be that way but now for imported objects like your trees, we have the "Render Method" check box available to choose "force displacement" (geometry gets changed) or "Force RayTrace" (simulated- meaning the displacement specified in you PFs is interpreted only as a shading pattern on the object surface)
Very interesting as there is always been to learn for me! :D
or complex objects, I find it better to use a bump map without shifting the volume because it would otherwise be confusing ;)
Picture 2:
The hovering sphere is volume shifting the other bump, everything has front and cons
Picture 2:
The hovering sphere is volume shifting the other bump, everything has front and cons
Ha! Walk like an Egyptian comes to mind.....Those are terrific examples!
Quote from: luvsmuzik on December 04, 2016, 08:47:38 AM
Picture 2:
The hovering sphere is volume shifting the other bump, everything has front and cons
Ha! Walk like an Egyptian comes to mind.....Those are terrific examples!
https://www.youtube.com/watch?v=Cv6tuzHUuuk
Yes ;) ;) ;)
Like Robinhood, I am still in the trees.
Saw a recent back-lit image and was reminded of my attempt with willows.I have about 15 renders, but will show three. I call this After the Rain.
Then we had snow showers yesterday, so of course.....I had to do some pines. Free conifer object and a pitiful pine tipped in snow.
I like the snow render, well done my friend and have a nice week!
Where credit is due:
Blender tree and render glare and ghosts
Terragen sky
I will try to introduce this to a TG terrain
Pretty crisp here at micro 0.3 and AA 2. Renders less than 5 minutes.
APs Generic Coniferous Pine
Conifer2
woohoo trees everywhere! I shall now attempt the PF as a density shader.
Like it :)
re: picture # 2, (Pines in snow), might consider turning on soft shadows?
Quote from: masonspappy on December 05, 2016, 06:00:28 PM
Like it :)
re: picture # 2, (Pines in snow), might consider turning on soft shadows?
Thanks masonspappy! I will try that. I was enjoying the crochet looking shadow of that tall conifer being so crisp at 0.3, haha.
Used the PFs for density on all three tree pops here. Found the method specifics in Dune's awesome RockFace share file.
Now to see if I can put a distance function on a surface layer. I would like to breakup the total snow cover way back in the distance or at least shade it.
Reflective shader on high surface layer, render:burst, bloom, experimental atmo bloom.
TG4 free version
Looks nice.
Thank you Kadri.
I just discovered density fractal in the cirrus cloud layer, so.....here goes! More examples and clips to play with.
... the last, in snow looks realy good my friend!
Defiantly agree with Mason, especially when you have shadows casting on snow, soft shadows enabled is a must, It will kick up your rendertimes but the final result is wort the wait
Quote from: Dragonfire on December 09, 2016, 11:33:19 AM
... the last, in snow looks realy good my friend!
Dito! :)
Still messing with trees. Trying for snow clumps here.
This is a metaball duplication mesh transformation done in Blender and joined to the tree. Very early stages of development.
I may have eaten a little too much candy when I was doing this! haha
Showing promise.
Okay today's self challenge....har har
suitable groundcover...AP Crabgrass 1 (all at a 1,1, 1, 1 ratio by the way) Is that close enough? I am weak at decimals.
soft shadows Diameter 2 Samples 9 Sun 4 @90. Critique welcome here please.
I shall have to bump that leaf I see now.
More to do with the one remaining object I can use.....Should probably do a second grass set...
Render D 0.6, AA 4 1 hour 20 minutes
Finally getting the hang of this transform input for tree colors.
Used soft shadows which helped a lot with the trees this dense.
I did a couple more snow renders.
I played with the Blender sculpting tool on the barn roof and overhang. It would show better without so much sun, but I like the sun. :) I used bloom and soft shadows.
This is an image map heightfield for the pathway. I set displacement at negative 0.006 and tried over smooth. I wanted this to be deep snow, but I think I took out too much fractal detail unless I add a reflective shader to the snow. Looks a little too clean.
Hannes' ice and snow tgc from the Terragen Materials Library is on the metaball snow glob trees.
The snowy pine has the tree snow tgc reflection enabled.
Excellent winter light with Feeling cold!
Quote from: Jo Kariboo on February 16, 2017, 08:50:18 PM
Excellent winter light with Feeling cold!
agree...keep at it, getting better always
I should have started a new series, and called it "A Different Light", but anyway.....
I have used
masonspappy Grass from file sharing
wood anemone Terragen Creative presets
Conifers shared by AP
A tree or two I made in Blender
Depending on time, I might animate the sun on this one :)
All are 'nice' but I like 6 the best.
Really nice work. I think i like 6 the most also. They have an airy feel to them.
Quote from: J_Con on December 04, 2017, 08:34:27 PM
Really nice work. I think i like 6 the most also. They have an airy feel to them.
Ditto
Thanks all!
Finally getting object paths corrected with Poseray. I despise error messages. ;D
New Spring scene, if this is not enough ground cover, what else do I need?
Mushroom tree www.themantissa.net (http://www.themantissa.net) Midge Sinnaeve creative commons
Generic tree tgo objects preset
Generic Conifers tgo (file sharing)
Heather_Ulco tgo
Three leaf clover patch Ashunder (a looooong time ago)
Grass masonspappy tgo (file sharing)
Mr. Lampost's bush 06a
my Blender tree obj
Some great stuff here, I like the bogs!
Thanks mhaze!
Tree population adjustments, scale adjustments
Gamma adjust
The tree of focus is supposed to have mushrooms growing on it. Trying to adjust colors after default object shaders had to be changed.
Quote from: luvsmuzik on April 04, 2018, 02:43:30 PM
Thanks mhaze!
Tree population adjustments, scale adjustments
Gamma adjust
The tree of focus is supposed to have mushrooms growing on it. Trying to adjust colors after default object shaders had to be changed.
Agree with Mick and I see that fungus fine....
Here is an autumn colors clip tgc Autumn Colors Variation red orange
I have applied this to a tree with leaves that are mesh, not using a masked texture....I will try this with a merge shader later today
My tree has 2 leaf groups, giving opportunity to either apply clip to both leaf mesh or one, using the other with plain color or another PF set of color mixes
Thank you WASasquatch for guidance on this.
Very natural mix of colors in the leaves. Looks good! And thank you for the clip, have to give that a look as I'll be needing some fall colors soon.
Quote from: sboerner on April 18, 2018, 10:29:35 AM
Very natural mix of colors in the leaves. Looks good! And thank you for the clip, have to give that a look as I'll be needing some fall colors soon.
Thanks sboerner!
Here is basically the same clip as green yellow brown on trees with masked leaves. Merge the tgc with the default tree shader so you get the shape of the leaf.
I try many things with this clip. Change scale or rotation and open the preview window on the final merge control mixing with the default tree shader. You can switch the A or B input merge inside the clip or the mode of the mix. Experiment....all the while with the final merge preview open. If the colors are too splotchy, decrease the scale with the transform input shader.
Nice color variations, btw I liked a lot winter scenes too
Quote from: Luc Bianco on April 19, 2018, 05:57:21 AM
Nice color variations, btw I liked a lot winter scenes too
Thanks Luc!
Cool work LUVS...
Playing again with trees.
Using Blender 2.79 sapling generator. Model begins as a curve object. (You convert this to mesh for further editing once you have the basic set)
You have many options to build a tree. At first I tried this without instruction, then gave up and watched a tutorial or twenty on YouTube. ;D
One thing that always bothered me was the trunk diameter of the default presets, so of course I explored until I found the setting to change that. With a little adjusting, you can make a decent trunk.
I made tree 99 here in about a half hour, using default leaf hexagonal. Leaf can be masked with texture, but here I just used a power fractal.
This population rendered in 2 minutes at 6MPD and 4AA.
I intend to redo it with larger branch radius later today, just wanted to show that you do not have to have a pencil line trunk. :)
A long long time ago there was a tree maker free program (like Win95 era) that had this complex branch method, so this is why I sort of "get" Blender's sapling generator.
Quote from: bobbystahr on June 02, 2018, 10:22:38 AM
Cool work LUVS...
Thank you bobbystahr......I do try for the poor guy... :)
Some very nice renders here! I like the fungus tree most. Great work!
Thanks DocCharly65!
New Blender tree v2.79 sapling generator Default leaf color only (transluparency applied) Trunk mossy powerfractals merged shader
I tried to use every shade of green I could...haha
Mr_Lampost's tgo bushes
3Leaf Clover tgo
CRAPgrass obj
GI 1.5 ,MPD0.6 AA6, render time 1 hour
Looks great, some fine renders :)
Quote from: Dragonfire on June 03, 2018, 01:20:01 PM
Looks great, some fine renders :)
Thanks much Dragonfire!
A question for the gifted....
I followed a Blender 2.79 tutorial to make a skinned tree from skin modifier. I am trying to attach my leafy branches but not having much luck. I made a vertex group for the particle system and use a group of twigs with leaves for branches particles and density group.
Any suggestions?
Nevermind, I figured out how to edit the vertex group. duhhh
Ever see a catalpa tree with popcorn flowers and great big leaves? Perhaps I shall try adding flowers to this mess..... :)
Do you have a technique for adding bark to the trees?
I usually do it with a powerfractal or I have some bark textures with bump maps...this was the Blender render, so I scaled back the nodes...
I did this displace in Blender, shown earlier in this post https://planetside.co.uk/forums/index.php?action=dlattach;topic=22499.0;attach=68944;image
ok, I was just curious (the test tree above look like solid brown). I isolate the trunk from the rest of the branches, create a seam in the trunk and then upwrap it against a bark image, then scale as appropriate. For the secondary and tertiary branches I often use a power fractal like you do for coloring, but usually don't worry about bump mapping for those.
I have yet to do a mark edge correctly for UV texture...but I have discovered how to select the edge loops and rings to select the trunk and larger splits. Then I can use a displace modifier and apply it. I am catching on...slowly. :)
Quote from: luvsmuzik on June 03, 2018, 04:46:54 PM
Ever see a catalpa tree with popcorn flowers and great big leaves? Perhaps I shall try adding flowers to this mess..... :)
Really interesting soft depth to the foliage.
Thanks WASasquatch!
Here is one shown before, Blender sapling generator. This time in full sun. I tried to imitate lichen on the bark with some power fractals. Not really making a scene of this just practicing trees.
Good and convincing job on the lichen.
Like the "3D-ness" so far. :)
So you use any kind of texture for your leaves (eg actual image)?
Thanks bobbystahr!
Quote from: masonspappy on June 07, 2018, 02:34:59 PM
Like the "3D-ness" so far. :)
So you use any kind of texture for your leaves (eg actual image)?
Thanks! Just a little ash leaf that was around, I didn't use the disp. bump on that, probably should try it. :)
Bog Fog
Very nice. You just need to work on that straight 'shore' up front.
Quote from: luvsmuzik on July 31, 2018, 05:24:12 PM
Bog Fog
Ooh, very nice. I like the second iteration I think more. Agree with Dune on the shore.
like the second too, wonderful my friend!
Nice but agree w/Dune on the straight 'shore' up front
Thanks everybody!
Adjusted a few things for fun.
Back in the olden days (when we walked five miles to school in the snow, each way, no less) we used to make hazes and skies all sorts of colors, before we had objects to play with. :)
Long time admirer of RArcher's work. Improvements in this program make it soooooo much fun.
Great update. A few more things you could try. Reduce reflection to 0.8, so maybe then the reflection of the right tree willbe less dark than the trunk itself, which might be nice. And reduce waves to almost still. Or use reflective (0.8) and smooth reflections (0.004).
Quote from: Dune on August 01, 2018, 11:38:12 AM
Great update. A few more things you could try. Reduce reflection to 0.8, so maybe then the reflection of the right tree willbe less dark than the trunk itself, which might be nice. And reduce waves to almost still. Or use reflective (0.8) and smooth reflections (0.004).
Thanks !
Of course you are correct about the water. I forgot to smooth that because at one point I was trying some weird cloud stuff to try to imitate rain.....
Quote from: Dune on August 01, 2018, 11:38:12 AM
Great update. A few more things you could try. Reduce reflection to 0.8, so maybe then the reflection of the right tree willbe less dark than the trunk itself, which might be nice. And reduce waves to almost still. Or use reflective (0.8) and smooth reflections (0.004).
agree with this...and it seems you do too LUVS...
Oooh love the lighting update. Agree with the reflections, the contrast of the image makes them a bit too strong looking.
Looks beautiful! Agree with the others about the reflection.
water modifications, haze is so thick, looks like ice :)
Fun file to mess with
smooth water
Very good (and dreamy)!
That is some rich and warm lighting. It is rather unique.
Thanks Dune and AP!
new setup with 2 new trees
Mr. Lampost's bush pack (3 species) tgo
Generic Coniferous Pine tgo
Though it may be a very basic start, it lacks a certain composition, if I may say so. I would really think about layout of basic elements to have a pleasant flow of the eye.
:) I guess I got a little carried away with my greenery. My state is full of lakes and rivers with several protected game and wildlife habitats. It got to the point that the deer migration was out of hand population wise. They were destroying their homestead, grazing year round in mild winters. This lead to starvation and disease, due to the lack of vegetation. So, hunting restrictions were lifted for a bit, to "thin the herds" so to speak. We are back on a limited hunt now as the forests recovered quickly after a few harsh winters, that forced the herds to move again. There are tree farms about the state for construction developers etc., but gone are the days of a trip to the woods for the Christmas tree or a sapling, unless you are good buddies with property owners.
Quote from: luvsmuzik on August 06, 2018, 08:49:49 AM
:) I guess I got a little carried away with my greenery. My state is full of lakes and rivers with several protected game and wildlife habitats. It got to the point that the deer migration was out of hand population wise. They were destroying their homestead, grazing year round in mild winters. This lead to starvation and disease, due to the lack of vegetation. So, hunting restrictions were lifted for a bit, to "thin the herds" so to speak. We are back on a limited hunt now as the forests recovered quickly after a few harsh winters, that forced the herds to move again. There are tree farms about the state for construction developers etc., but gone are the days of a trip to the woods for the Christmas tree or a sapling, unless you are good buddies with property owners.
That warm.lighting is really cool. The bush pops still seem a bit generic. Maybe a closer population with a higher contrast distribution mask?
Started out to do some moss on the pine bark, then remembered the chronor, mhaze, Ulco file share for moss covered boulders.
https://planetside.co.uk/forums/index.php/topic,18457.msg179345.html#msg179345
Playing at it as usual :) I will probably rethink the grass I used as moss, I have to work with my resources, At least I planted and masked it!
Blender 2.79 pines me
dry reed tgo
Mr. lampost's lush grass for moss
masonspappy grass from file sharing
Quote from: luvsmuzik on August 07, 2018, 07:09:39 PM
Started out to do some moss on the pine bark, then remembered the chronor, mhaze, Ulco file share for moss covered boulders.
https://planetside.co.uk/forums/index.php/topic,18457.msg179345.html#msg179345
Playing at it as usual :) I will probably rethink the grass I used as moss, I have to work with my resources, At least I planted and masked it!
Blender 2.79 pines me
dry reed tgo
Mr. lampost's lush grass for moss
masonspappy grass from file sharing
Oh wow I remember that share! Been so long I had totally forgot. That looks great, also nice grassy stuffs.
Thanks WASasquatch!
wild prairie rose tgo
The last one is the best! Nice :)
Would you like to improve it a bit? Just have a look at the dimensions of the grass blades and the dry reed. I think especially in the foreground you should use masonspappys' grass in a much smaller size. Further a bit details like some gravel-like look in the foreground where no grass is growing and you get close to perfection :)
Quote from: DocCharly65 on August 08, 2018, 02:06:12 AM
The last one is the best! Nice :)
Would you like to improve it a bit? Just have a look at the dimensions of the grass blades and the dry reed. I think especially in the foreground you should use masonspappys' grass in a much smaller size. Further a bit details like some gravel-like look in the foreground where no grass is growing and you get close to perfection :)
You were right DocCharly65. :)
I did some rescaling and added a fine gravel to the fake stones as well as some larger fake stones. This way my boulders don't look so isolated, but are still a focal point.
I like the shadow play on the vegetation and the sort of "exit drift" by the haze. Of course now what comes to mind is animating haze and sun.......maybe :) hehehe
animation https://planetside.co.uk/forums/index.php/topic,25385.msg253085.html#msg253085
wip
Frame 150
This is looking really good! Elsewhere I think you said you made the pine trees in Blender. You might want to play with Sculpt mode a bit to gently nudge and pull the tree trunk into slightly irregular shape , especially around the roots.
Some more trees. peeling bark is a merge set of power fractals with different displacements. Trial and error.
Quote from: masonspappy on August 11, 2018, 01:22:19 AM
This is looking really good! Elsewhere I think you said you made the pine trees in Blender. You might want to play with Sculpt mode a bit to gently nudge and pull the tree trunk into slightly irregular shape , especially around the roots.
Thanks masonspappy. Fiddling with these and will go back and flare the base of those others as you suggest. They load pretty fast so far so I can add some subdivisions and play. That also makes a great difference in how the power fractal textures apply. :)
Blender 2.79 trees from skin modifier, sculpt brush modifications. Pines are made with generator.
WIP
Mr. Lampost's grass
Chipmunk freebie
Finally found my skin modifier tree with leaves file that I started before high blood pressure headache cloud started in May.
Left tree foreground made with skinned modifier in Blender 2.79. basic trunk add branches and leaves as particle systems. The leaves are geometry (altered plane) but will take a transparency too. I shall have to try them with a couple merged power fractals with some relective glossiness. Blender's Cycles shaders work in this manner, but they don't transfer (export) in the same manner. So you have to get creative with Terragen and learn the tricks.
Right foreground tree is made with Blender's sapling generator. Textures are Terragen powerfractal combinations.
Mr. Lampost's bushes
AP crabgrass
3 Leaf clover tgo
Now that's getting there, best yet.
Thank you bobbystahr! :)
Wow that is really nice!
Quote from: DocCharly65 on August 17, 2018, 01:59:36 AM
Quote from: bobbystahr on August 16, 2018, 11:22:22 AM
Now that's getting there, best yet.
Echo!
Quote from: masonspappy on August 17, 2018, 03:38:41 AM
Wow that is really nice!
Thanks guys!
Wolf 72
Mr. Lampost's bushes
masonpappy's grass
Found a free wolf obj at TurboSquid by dddrew. Does not come with textures so I assigned some and then played with the hair plugin for Blender2.79 to make fur. This is all experimental and assigning hair to vertex groups in a particle system, then converting system to curves and mesh ribbons.
Nature assortment pack that was free had a few grasses and ferns, also free at TurboSquid.
WIP Birches from the free models bobbystahr introduced the link. Really nice trees. Thanks bobby! https://www.viz-people.com/portfolio/free-3d-models-trees/
You're very welcome masonspappy...nicely used as well.
Path tracing robust MPD 0.6 AA6 Gamma 2.4
Atmo 8 peachy
Sun 7 peachy
V3 low cloud for fog density 0.05 GI voxel in clouds 100
Same as above,, except dropped the fog and increased ray detail modifier to 1.
WASasquatch's tree bark procedural on pine's bark.
I will add back the fog and bog water later and re render over night. This render just under 2 hours.
Edit So dark viewing Mac devices Image 2 adjust light.
These are very nice luvs...keep it up.
The first on of today with the denser fog is my favorite. :)
thanks guys!
Took camera up a little for a different POV. I am right at the fog edge and still MPD0.6 and AA6. GI voxel 100. I am seeing a little noise.
What setting do I increase, decrease to reduce that? Still using path tracing robust , detail 1. Cloud quality Still medium I think.
I have a ground level one rendering ETA 1 more hour. ha! Averaging 3 hours at these settings. 1600x1000
Wow, this is a final-worthy render, push it on. The depth of the scene and trees is very pleasant. I probably missed that part already but what trees do you use? Hand-made, XFrog?
Quote from: N-drju on October 05, 2018, 07:58:39 AM
Wow, this is a final-worthy render, push it on. The depth of the scene and trees is very pleasant. I probably missed that part already but what trees do you use? Hand-made, XFrog?
Thanks N-drju!
Generic coniferous pine tgo AP
a couple Blender pines me
masonpappy's grass from File Sharing
wheat tgo Ashunder freebie ?
Smooth water reflections, fog, haze ....sunlight highlight translucency on grass and wheat
mpd0.6 AA6 for 6 hour render
Needs a crane bird or two...... :)
Very nice. How smooth did you set the water?
Quote from: Dune on October 05, 2018, 10:51:23 AM
Very nice. How smooth did you set the water?
Thank you!
Water....Roughness 0.005 wave scale 10 Master reflectivity 0.56875, intensity 0.005, spread 0.01 Subsurface Transparency 0.56 decay distance 3
Thanks luvs. The effect is very nice!
The water probably looks better partly because of the path tracer. :D
- Oshyan
The renders get better and better! A big like for the last two ones! :)
Agree! You're on a roll here!
Basic River setup Dune
Fixed glaring scaling errors in fake stone displacements, as well as tree bark displacements.
Robust pt render detail modifier 1, AA 6, MPD 0.6
12 minute render at this resolution
aerial view
oh yeah, it's a creek
I'm not sure how this can be a path-traced render, because water transparency isn't working with the path tracer yet. Looks really nice though!
Unless it's not 'real' water but colors of terrain on a flat 'water' area, like I did some time ago.
Nice render, btw. but it needs some veggies along the shore.
I agree with Ulco and have another little suggestion:
The small stream seems to have only a slight slope. Therefore, I would make the shore less frayed.
But already now I like the ambience :)
Thanks all! I will try to incorporate suggestions.
Quote from: Matt on October 11, 2018, 09:20:19 PM
I'm not sure how this can be a path-traced render, because water transparency isn't working with the path tracer yet. Looks really nice though!
Hmmm...It is a lake, I shall investigate settings. :)
Not exactly what I set out to do, but worth a look anyway. :)
V3 clouds