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#1
Image Sharing / Re: African Cumulonimbus Super...
Last post by Stormlord - Today at 07:10:13 AM
To try out all possibilities with the Cloud Layer v3 parameters, I used a neutral scene and tried to find an interesting cloud shape first.
This is what I got as a starter...

10 - Cloud Layer v3 Example 1.jpg
Cloud Layer v3 1.0 starter scene out of the box (no parameters set)

11 - Cloud Layer v3 Example 2.jpg
The same Cloud Layer v3 2.0 with smoother edges and much better shadowing

To receive such pleasant results, it is necessary to use the Layer Manager and combine the most important cloud layers in Photoshop for a proper fine-tuning.
There are three: ,,tgCloudDirect", ,,tgCloudInDirect" and ,,tgCloudAlpha". All three single layers, combined in the right way, will produce great results like this.

12 - Cloud Layer v3 Example 2 (Back and White).jpg
Cloud Layer v3 2.0 with optimized parameters, rendered against a black background

13 - Cloud Layer v3 Example 2 (Back and White) - Zoom.jpg
Cloud Layer v3 2.0 with optimized parameters in original resolution

For all those of you, who want to get some nice cloud layer 2.0 and 3.0 source files (for further examination), I can recommend to search for the following .tgd scenes and .tgc clips.
You find them in the file section at the Planetside forum. This helps a lot!

Cloud Layer 2.0
----------------------
WarpCloudFormExamples.tgd (by WAS)
Cloud Test 5.tgd (by Blonderator)
helpmetobetterthis.tgc (by Ariel DK)
Cloud Layer 3.0
----------------------
Easy Cloud Peaks by WASasquatch.tgc (by WAS)
AnvilCloudv3.tgd_02.tgd (by eapilot)
Believe me, I examined many files, but these are the ones you really have to look for, beside Luc's famous Cloud Layer 2 file (luc_clouds_v2.tgd by Luc) which I already mentioned it in the beginning.
There are other useful .tgd's out there, but the listed ones are the most important files and clips regarding Cloud Layer 2 and 3.

This is how about building up your own neutral test environment...

After finding the most convincing settings for the intended outcome and for a pleasant viewing result, I designed another neutral scene to start generating simple, but good-looking cloud banks.
First some with Cloud Layer v3 clouds, then some with Easy clouds and finally all brought together to shape a cumulonimbus supercell.
Yes, you can create a Cumulonimbus Cloud with only one easy cloud, but combining several cloud layers give you more control and will bring in more details.

To make comparisons very easy, I always tend to use the given standard lightning situation in Terragen.
I don't like to change the light in the beginning. The same is valid for the atmosphere.
The standard atmosphere is quite simple, but useful in the beginning.
But my way here is to use a more pimped one with higher contrast.
To get a prominent sky view, I mostly tilt the camera 12.5° downwards and use a flat ground.
To make it clean and technical, I use an ambient occlusion shader (a simple white shader) for the ground.
This way, you pay much more attention to tiny and small details in the sky (while fiddling around with the parameters).
But to test my file in a more realistic and natural environment, I use a simple ground shader.
Rock, sand or grass to add some details, but not to much, to keep on focussing the sky!

I save the current scene and the rendered image as ZULU 1.
Then I make my adjustment and save it again as ZULU 2.
If you use ALPHA as name, your file will be in the beginning of your directory file list, while ZULU will list it at the end.
When you display your image in the explorer, you can use your arrow tab to switch quickly between both images and see clearly the difference between picture ZULU A and ZULU B.

And now let's start testing...
After many attempts, I found quite nice settings for a cumulus cloud bank.

In this first render I present to you the final render and as a second, a screenshot with the most important settings.
These are yellow marked. This will give you a better start if you will create your own.

13 - Cumulus Clouds (Cloud Layer v3).jpg
Cumulus clouds (Cloud layer v3) by Dirk Kipper

14 - Cumulus Clouds (Cloud Layer v3) - Settings.jpg
Cumulus clouds (Cloud layer v3) by Dirk Kipper

The second rendering is one with nearly the same settings.
The results looking good, clouds are now are a little bit softer and have decreased details.
Finally, the third render was my attempt to render an identical cloud bank with an Easy cloud layer.

15 - Cumulus Clouds (Cloud Layer v3).jpg
Cumulus clouds (Cloud layer v3) by Dirk Kipper

16 - Cumulus Clouds (Easy Cloud).jpg
Cumulus clouds (Easy clouds) by Dirk Kipper

The difference between both types (Cloud layer v3 and Easy cloud) is, that you can plug in a density shader into the Cloud layer v3 density shader slot.
You don't have this option with Easy clouds. Nevertheless, you can achieve very realistic and pleasant looking results.

Equipped with some good starter scenes and a little bit more experience, I played with an Easy cloud layer in combination with two Cloud layers v2.
I rendered an out of the aircraft window view. The sea of clouds was then retouched into a real photo.

17 - Morning Glory.jpg
Photoshopping ,,Morning Glory"

18 - Morning Glory.jpg
Morning Glory 2024 by Dirk Kipper

Next is to build a cumulonimbus cloud tower... so stay tuned!

STORMLORD
#2
Terragen Discussion / Re: adding rendered trees over...
Last post by Dune - November 02, 2024, 02:07:08 AM
Thanks very much for your replies, gents, very much appreciated! The metadata also said something about the camera, some Canon, I'll have to look it up. Very understandable, the article about cropfactor.
And thanks for the offer for more help on this, but I just got a mail from the client that they (suddenly) have budget problems, and would I mind letting it rest for a while ::)  Well, it's an interesting subject, and may come up again anyway (or later), so efforts weren't wasted at all. 

I'll check out LW 15 too, Klaus, thanks!
#3
Open Discussion / Re: Smoke simulator
Last post by Dune - November 02, 2024, 01:52:36 AM
That looks typically like something I could use. I'll check it out. Thanks!
#4
Open Discussion / Re: Smoke simulator
Last post by gao_jian11 - November 01, 2024, 09:26:01 AM
Snipaste_2020-05-06_14-06-09
#5
Open Discussion / Re: Smoke simulator
Last post by gao_jian11 - November 01, 2024, 09:12:23 AM
You should take a look at EmberGen, it was unlimited when it was in beta, I remember one test file was a smoke column, it was great, GPU rendering was very fast. Now they have a 14-day trial.
#6
Terragen Discussion / Re: adding rendered trees over...
Last post by KlausK - November 01, 2024, 08:59:45 AM
This is a quick LightWave thingie. The scene file for LW 2015.3 is attached as well.

CHeers, Klaus
#7
Terragen Discussion / Re: adding rendered trees over...
Last post by pokoy - November 01, 2024, 07:41:37 AM
Yeah, digitalguru is right.
Find out the camera model and look up its technical data, then use whatever the sensor size is for TG's camera sensor size, and then you can use the focal length from the image's EXIF data in TG without any conversion (e.g. crop factor).
It's important to use the same image aspect ratio, so if the image is 3:2, you need to use the same ratio in TG. Otherwise you might end up with different camera height and vertical rotation to match it, but it will inevitably lead to problems.
Lens distortion will play some role, too, and I second digitalguru's advice to apply optical correction in PS or Lightroom. It's negligible with some lenses or situations but since you need to cover a large area of the image, it makes sense to correct for lens distortion, too.
Let me know if you need more help with this, we can get in touch over email/skype etc. Setting this up correctly shouldn't take too long.
#8
Terragen Discussion / Re: adding rendered trees over...
Last post by digitalguru - November 01, 2024, 06:53:35 AM
Do you know the crop factor of the camera that took the photo? That will impact the field of view.  What reports in the meta data most likely won't translate to a TG camera. So if the camera has a crop factor of 1.5 and the lens is 19mm it will have an "effective" focal length of 28.5. I say "effective" as the focal length doesn't change - just the field of view (have a look at https://proedu.com/blogs/photography-fundamentals/crop-factor-explained-understanding-its-impact-in-photography?srsltid=AfmBOop5pqojaH4otw486eOZdumMMcxIrQo9NcEeMBig4NKX3jcCJp0P)

Lens distortion is also a factor, especially with such a wide angle focal length. It's common practise in VFX to undistort footage to match with CG elements then re-distort once the shot has been compostited, but that invloves shooting test grids to calculate the distortion (usually done in something like Nuke, but open source Natron can do it apparently) but if you didn't take the photo that wouldn't be an option.

A lot of this is perhaps beyond the scope of your project, but figuring out the effect of the cameras crop factor might get you closer to the right TG camera settings with more confidence.

EDIT: Assume you've done this but getting the the sensor size of the camera and setting that in the TG camera will be optimal. The default settings of 36 x24mm are for a full frame sensor which has a crop factor of 1.

#9
Terragen Discussion / Re: adding rendered trees over...
Last post by Dune - November 01, 2024, 06:16:06 AM
I doubt it, indeed. Looks like the perspective in the render is 'deeper'. Photo was taken with 19mm focal length data said, but using that in TG didn't work with the base square - my main aim was to match the square field of grass with the lines in the pavement - lining up, so I eyeballed even lower, more wide angle (15º). But the distant stuff moves away of course. Not easy at all. Lens distortion may also play a role, perhaps.
#10
Terragen Discussion / Re: adding rendered trees over...
Last post by pokoy - November 01, 2024, 06:00:30 AM
Are you sure your TG camera matches the real world one? Did you match the focal length, sensor dimensions and image aspect ratio? To me it looks like your TG result has a wider lens.