I downloaded a model from the link in File Sharing
http://www.planetside.co.uk/forums/index.php/topic,22853.0.html
Marly - Louvre Museum (Low Definition) by Benjamin Bardou is licensed under CC Attribution
brass oxide tgc (marly image 1) from Terragen Material Library shares
http://www.planetside.co.uk/forums/index.php/topic,22695.0.html
I am trying to accomplish something I am stuck on...(again)
How do I make a SSS platform here that is say....1000x1000 and just add it as terrain on top of existing default SSS and then apply the Hetzen cobblestone clip? Thanks for that share!
I have successfully added the clip to the default with a low altitude surface layer, but I only want a small area to make like a plaza or park area at ground zero, and then be able to expand that area with other things.
Also roughened up a reflective shader so I only get a mild reflect, not the entire sky!
You're talking in riddles, SSS terrain on top of default SSS? If you want a block like the black one with the cobblestones texture, why not use a displacable cube?
I wanted a setup that did not involve another object. You forget my limitations with free version objects. I could just enlarge the base and do it out of program and then add the clip I suppose, with another cube base under it . I wasn't sure the cobblestone would work. I do not mean to be so confusing, sorry.
I wondered if it would be all involved, like you do your simple road set up, changing a lot of variables. Again I am sorry not being clear.
But you need the black cube to be cobbled? The cube is an internal object, I don't think that inhibits use of external object imports in free version.
Or you could make a pretty sharp SSS, raise the ground, add a compute normal or compute terrain with small patch size and then add the cobble clip to that part. The it will cobble the sides as well.
EDIT: I do have the clip somewhere, but can't find it. This is the idea I'm talking about.
Quote from: Dune on February 18, 2017, 11:42:11 AM
But you need the black cube to be cobbled? The cube is an internal object, I don't think that inhibits use of external object imports in free version.
Or you could make a pretty sharp SSS, raise the ground, add a compute normal or compute terrain with small patch size and then add the cobble clip to that part. The it will cobble the sides as well.
EDIT: I do have the clip somewhere, but can't find it. This is the idea I'm talking about.
Oh great! Thanks for that! I am trying to cobble the black cube as we speak. I wanted cobble platform, black base, statue. The clip begins...Hetzen cobbles. I will add it here later, on tablet just now.
The Free edition doesn't have any limitations on the number of objects, except the number of populations. Individual objects aren't affected by the population limit.
Matt
Quote from: Matt on February 18, 2017, 02:40:03 PM
The Free edition doesn't have any limitations on the number of objects, except the number of populations. Individual objects aren't affected by the population limit.
Matt
Well thank you Dune and Matt! This is great to know!
It worked!
Too late I realize my statue may be too distant. Oh well, I fix next render.
I used your set up Dune
Quote from: Dune on February 18, 2017, 11:42:11 AM
But you need the black cube to be cobbled? The cube is an internal object, I don't think that inhibits use of external object imports in free version.
Or you could make a pretty sharp SSS, raise the ground, add a compute normal or compute terrain with small patch size and then add the cobble clip to that part. The it will cobble the sides as well.
EDIT: I do have the clip somewhere, but can't find it. This is the idea I'm talking about.
Thank you again for that set up. I had set this set up similar but was trying to mask the SSS, instead of using it as the mask. I now see what displacement offset does too. I changed your 10 to a 2 in the surface layer.
mhaze fake stone setup clip
I also used soft shadows. Sure beats the olden days of making a black mask and trying to line up some fake shade of gray to imitate a shadow :)
made some tulips
Perhaps clouds in the sky for drama?
Quote from: masonspappy on February 19, 2017, 11:06:38 PM
Perhaps clouds in the sky for drama?
Probably, but trying to decide maybe a higher arched column structure? That might be too much. I agree that is a lot of sky there, ha.
I do not know how old this image is, I grabbed it two computers ago.
This is sort of where I was going with my interpretation.
I tried to incorporate Dune's wall of fake stones, but I do not know how to hook all of this together. You see I may not use a file share right away, but I know what I want to do with them. :)
Quote from: luvsmuzik on February 20, 2017, 09:48:59 AM
I do not know how old this image is, I grabbed it two computers ago.
This is sort of where I was going with my interpretation.
I tried to incorporate Dune's wall of fake stones, but I do not know how to hook all of this together. You see I may not use a file share right away, but I know what I want to do with them. :)
maybe taller trees in your pic. Are you working to real world scale? Are you aware of MrLamppost's grid set up where you can determine actual scale?
It's an an invaluable scale tool..
Quote from: bobbystahr on February 20, 2017, 09:58:54 AM
Quote from: luvsmuzik on February 20, 2017, 09:48:59 AM
I do not know how old this image is, I grabbed it two computers ago.
This is sort of where I was going with my interpretation.
I tried to incorporate Dune's wall of fake stones, but I do not know how to hook all of this together. You see I may not use a file share right away, but I know what I want to do with them. :)
maybe taller trees in your pic. Are you working to real world scale? Are you aware of MrLamppost's grid set up where you can determine actual scale?
It's an an invaluable scale tool..
I am resizing as we speak. narrow walkway and distant POV. First I had to get the stone walkway. :)
Thanks for the tip about the scaling. If it is metric, I am lost, but I know there is a great logical use for that.
Low resolution ....now to fix...
A wall is SO simple to make. 2 minute setup, very basic, but you can expand on this of course!
Quote from: Dune on February 21, 2017, 03:38:08 AM
A wall is SO simple to make. 2 minute setup, very basic, but you can expand on this of course!
Thank you!
Quote from: Dune on February 21, 2017, 03:38:08 AM
A wall is SO simple to make. 2 minute setup, very basic, but you can expand on this of course!
That's a great solution Ulco...a bit different than the one you showed me how to make years back...better in fact; thanks for posting this answer.
Quote from: bobbystahr on February 21, 2017, 11:04:13 AM
Quote from: Dune on February 21, 2017, 03:38:08 AM
A wall is SO simple to make. 2 minute setup, very basic, but you can expand on this of course!
That's a great solution Ulco...a bit different than the one you showed me how to make years back...better in fact; thanks for posting this answer.
This is working quite well! I know Ulco told me to do this cube displacement rather than a plane once before, but I did not even try it, thinking it was in the object count. I would have never figured the roundness part , however. (slaps self upside head...duh)
I am having a very busy week IRL, but hope to post an update on this file soon.
Added the cube wall. Thanks Ulco!
Image two: I will probably add a large tree to relate to scale
mhaze fake stone setup
Mr. Lampost bushes pack
Three Leaf Clover tgo
Hetzen cobbles tgc walk on a SSS with a PF for mossy look and very slight reflection
Good progress, I only too well recall having to get by on 3 pops and you're creativity is hold you in good stead there. I like the scale of the tiles in the 2nd one but would pull back on the height as they appear inflated as in a balloon.
I see you learned many things during my absence! Nice progress.
Bobby is right. But in general I like the second one very much!
Quote from: DocCharly65 on February 28, 2017, 04:22:59 AM
I see you learned many things during my absence! Nice progress.
Bobby is right. But in general I like the second one very much!
Thanks DocCharly65!
I think the new fountain pool size matches pretty well. Huge model so I split off the fragmented pool. I shall attempt to get some fancy scrolling on the pool, but for now the PF doesn't look too bad. Have to get some reference images.
Fontaine Louvois, Paris by HoangHiepVu is licensed under CC Attribution
So here is the before, hotel.
Hopefully the after will look much better. :)
This is to be a little park-plaza type area, surrounded by buildings.
A little progress and of course a question
Would the half moon shape deco at the top of each side windows texture with a mask, similar to how a flower petal does? I have unwrapped UVs and it is a separate object, grouped into the building. It has a sculpture texture that I cropped from my sample.
building continues
6 brick corners and a balcony :)
This statue is symbolic of the 4 main rivers....
Mind spinning for the water spout possibilities...at least 20 of them, ha
Only 3 more buildings to go...
There's something weird about the fountain; on the basin edges... double polys? And the top bit floats. Can you share this object here? I'd love to have a go with it, but can't get it from the original site.
And how about texturing the buildings, will you do that still?
Quote from: Dune on March 22, 2017, 02:09:59 AM
There's something weird about the fountain; on the basin edges... double polys? And the top bit floats. Can you share this object here? I'd love to have a go with it, but can't get it from the original site.
And how about texturing the buildings, will you do that still?
http://r.sketchfab.com/lnk/AEAAIK_vsLoAAAAI0OcAAAAUbtAAAAAAACMAAAAAAAR5bABYzgCGX9qMa-E-TIiK0k72zWkx6gAEB8A/4/re3SJfdBImJo2jSuedp1Nw/aHR0cHM6Ly9za2V0Y2hmYWIuY29tL21vZGVscy9jNjQyMTU1ZmVkMmQ0NzkyYTJiNzk3YWUzOWYyMmViOT91dG1fc291cmNlPXRyaWdnZXJlZC1lbWFpbHMmdXRtX21lZGl1bT1lbWFpbCZ1dG1fY2FtcGFpZ249bW9kZWwtZG93bmxvYWRlZA
Try this link for download, if you cannot get it, I can try Dropbox. I am not sure if that violates license or not. I know it is Creative Commons for download, etc, etc....
The basin has a subdivision surface and a solidify modifier on it. I saw what you see with increased micro detail and AA....so back to the drawing board on that one.
The statue model is another scan and some parts are missing. That is why part of the column is missing there at the top fountain heads. I wasn't sure about adding something there as well. It took me forever to get all the vertices for deleting the basin fragments from the original. Your modeling program may handle it better, I am quite the novice. :)
TG locks up on me in preview with this one so I have to just guess at some of it. Smooth shaded works okay. I am just blocking the scene in right now, based on an old early 1900s bw post card.
My grandpa served in France, working the train stations, so therefore I am partial to these things. I have a small collection of cards he sent with the usual tourist stuff, but very nice cards. :)
You have to login using facebook, or google, etc, which is 'out of my league'. If you could dropbox it, I don't think that would hurt anyone. It's not extremely important, but if it's little trouble...
I will Dropbox it and message the link if I can figure that out.
Thanks! Got it.
Working on a little water
Half a sphere with about 3000 smaller spheres for water droplets
Half a sphere is subdivided and has a glass shader merge with a powerfractal through transform input at world position. Is there a way to mask parts of this completely, to have open spots? I can rework it if not.
Droplets have just glass shader through transform input at world position
I will keep working at this and add two more spray effects, upper spray and lower spray
Add a world space pf to the opacity input and you can get open spaces.
Quote from: Dune on March 31, 2017, 11:37:12 AM
Add a world space pf to the opacity input and you can get open spaces.
Oh, that should work well. I had already masked the "bell" shape once with zero opacity, giving me just droplets, but I like this idea even better.Thank you!
I like that experiment. Curious where this goes.
Quote from: DocCharly65 on March 31, 2017, 01:10:59 PM
I like that experiment. Curious where this goes.
Thanks DocCharly65!
Quote from: Dune on March 31, 2017, 11:37:12 AM
Add a world space pf to the opacity input and you can get open spaces.
Okay here it is with the PF opacity mask, yay!
Image #2
Showing the object by itself with default shaders and then object with sphere base masked (0 opacity) and only a glass shader on bubbles. I really like what adding the PF in the opacity has done!
Also use sunburst filter.
Edit: There is also a dew drop clip file share by Dandelo that can be added to an object. It can be used on many things, such as flower petals. I have that clip but did mine this way.
That looks amazing!
Quote from: DocCharly65 on April 01, 2017, 10:38:22 AM
That looks amazing!
I quite agree, and by the by,which idea of mine was it luvsmuzik
Quote from: bobbystahr on April 01, 2017, 01:19:33 PM
I quite agree, and by the by,which idea of mine was it luvsmuzik
Thanks bobbystahr. I do not know if you ever simulated a fountain spray with an animated jpg...(in the olden days, hehe)
@bobbystahr....back in February, my It's still life stuff tablecloths there at the end....we tried to make "transluparency" after Hannes showed off his curtains in his room file share....hehe
Then you explained your balloon method with "add"....so I try a little of this and a lot of that....hoping....
BTW Shadows must be turned off for this bubbles object (just the object) or you get icky dark spots....
I did do an animated waterfall in Imagine3D before I figured out how to animate a texture but nothing I posted here. Thinking \now I may give that a try in Imagine with particles which IIRC can be converted to an object for export as a .lwo object.
Yeah, using the Glass shader you most often have to load as a separate object with shadows off.
Great idea. Looks cool!
Quote from: Hannes on April 02, 2017, 08:54:27 AM
Great idea. Looks cool!
Thanks Hannes!
This is Dune's very generous rework of the statue, adding a column to the Hydra heads at the top and a base for the cherubs and coy. My little 4 banger PC can hardly handle this model it is so complex. Thanks again Dune.
Still playing in the water, just experimenting little by little. I pretty much have to work bounding box preview only now, so bear with me. :) I am sure learning how to use math to position....hehe
Oh yeah, added a little brass oxide, no reflection. Thank you very much!
That's as good as I've seen and looking at my tests I saved I did mess around with glass for spray but no where near as successful as this though. One minor nit to pic is the water drops look over large to my eye.
You are right about that scale, Bobby. I have just used the same object four times , increasing or decreasing size according to the placement. So the ideal method would be do individual sprays without stretching the drops too much. The initial drop particle sphere is miniscule, but one of the scaled sprays is incresed by 7...
It also depends on camera setting, I did a closeup shot here and for my scene it is an all inclusive plaza so final won't be real tight on the fountain...and the sunburst is adding, it is not a real sharp burst here either, just playing around with stuff..
At least it is a good start with a direction to go. Thanks for the help!
The middle part looks already great. Amazing effects - go on... than can be a masterpiece :)
Quote from: DocCharly65 on April 04, 2017, 10:43:12 AM
The middle part looks already great. Amazing effects - go on... than can be a masterpiece :)
Thanks DocCharly! I have already made precise shapes for all levels now...but the problem bobby is seeing is the top of the lower skirt peeking through the base of the 4 Graces. So I get double bubble there...Hard to judge in blind preview, but I'm getting there. :)
Here we go again.
Could not open this file w/o help on the old unit. I had lost interest as I had to work just by coordinates as probably the sprays are memory hogs. These are new sprays scaled to each section and if necessary I can cut with a PF if they look too busy. I was able to render this much in about 25 minutes at 0.6 and 6AA. I have yet to add the hotel, so we shall see.
My trees....too green, will fix
Pool is 4 TG displaced cubes :)...working on those too
To do: flowers, people, hotel....I have a period vehicle, which also may be why the old unit froze up....
Sure miss Doc Charly.
Yeah I miss him too, he was always posting inspiring stuff. This is encouraging...I like this spray better.
Did you make the drops by a stones pop on an invisible shape? If so, you could stretch the stones to make them more like moving water. And have them rotate with the shape.
Quote from: bobbystahr on February 05, 2018, 02:36:39 AM
Yeah I miss him too, he was always posting inspiring stuff. This is encouraging...I like this spray better.
Thank you bobby. :) Yeah....I agree about the newer spray. I am forever testing stuff. I would like to do as you do, complete some nice scenes now that I can no longer say "my computer can't do that". btw, may I use your image as a desktop? If nothing else, it will encourage me to keep at this one.
Quote from: Dune on February 05, 2018, 03:04:33 AM
Did you make the drops by a stones pop on an invisible shape? If so, you could stretch the stones to make them more like moving water. And have them rotate with the shape.
Do you mean like the old hemisphere target animations? In those you populate a starfield within an invisible sphere, then the stars can move revolving, when assigned to the axis of the sphere. I could do it that way. The reason I made it this way is due to the curve more like a bell. but a sphere and stones might work just fine too. I intend to get creative with some splashes if memory and TG can take it.
My concern atm is that the pool is supposed to be octagonal and that would be easy enough to make but can you do that with simple shape for the water?
Make an octagonal mask in a paint program of your choice?
You can give the simple shape any number of corners.
Quote from: Dune on February 05, 2018, 11:52:17 AM
You can give the simple shape any number of corners.
That's what I thought, now discerning the magical rotation angle for corner pieces to connect 8 equal sides with x width of 2....53 seems to be possible
round radius....0.3 may have to fudge that
Quote from: Dune on February 05, 2018, 11:52:17 AM
You can give the simple shape any number of corners.
D'oh...I knew that and used it...not enuff coffee
50 power fractal shaders later.....still a WIP
1 1/2 hr render 0.6 and 6 AA
Happy to see the octagon pool back, much more in tune with the fountain...keep on tweakin
Thanks bobbystahr. I am about ready to turn this back into the b/w postcard it started from. I tediously made the hotel with columns, trim on the columns (that doesn't even show!) Only to discover my material groupings did not take, so each column and ribbon with sphere....has to each have it's own fractal! The whole object is joined and impossible to edit. Even backup backup copies...hehe
I am very proud of sticking to the build, now up to 20 objects....imagine :)
I shall have to do a few closeups for details, I cannot imagine being able to do a fly through this....six years later....it would be done.
the ever popular cube....patches facade
makes a walkway
makes a plaza
makes a bench or two
details details details.... :)
Render time 1 hour 0.6 mcd AA6
RSCoup
About 5 more simple buildings to make yet.
From the balcony....
grumble grumble grumble.......no texture on tree bark....
7 buildings later......
Paused on this one for awhile as I am stuck on UV mapping simple cube buildings. My powerfractals are doing the one side okay and other side striped as if it was not unwrapped....I must have unwrapped the hotel before extrusions because it seems to not have that problem.
I tried to match roof styles and building fronts to early 1900, but a few look not detailed enough.
masonspappy grass from file sharing
Mr. Lampost's bush 6c and bush 3c
TG present wood anemone and Purple nettle
Fontaine Louis modified by Dune
SketchFab Statue
Fontaine Louvois, Paris by HoangHiepVu is licensed under CC Attribution
RS coupe CGTraders
xoio people Miguel, Phillipe, Peter
from a collection at xoio
http://xoio-air.de/2017/3d-scanned-people-improved-version/
tulips me Blender
tree me Blender
pool me Blender
extensive use of painted shaders, simple shape shaders and TG cubes
12 hour render at 0.8 AA6 The fountain sprays are the time hog. :) 9000 little spheres , I will make new ones if I do more to this. The bell shape with just an opacity mask would probably do okay from a distance.
Have you tried the Cubic option in PoseRay? In the UV tab
Path tracing robust 0.6 MPD AA6 20 minute render
Trying some old files
Hetzen's cobble pattern tgc.
cosmos Dune
Three leaf clover patch tgo
bush 06c tgo Mr. Lampost
fake stones mhaze
WIP for now tracking down objects from other pc..... :)
Changed reflection highlight intensity on walk
Image 1 standard
Image 2 path tracing Edit Now a little closer to original objects
Hmm, why are the two renders completely different? Not really much of a comparison at that point. Or is one the original/older render?
- Oshyan
Quote from: Oshyan on October 09, 2018, 12:58:33 PM
Hmm, why are the two renders completely different? Not really much of a comparison at that point. Or is one the original/older render?
- Oshyan
Ooops! I evidently changed sun position since original render also. It was just an experiment for path tracing the foliage. cobblewithfrog3 is original standard render
I have also taken to heart advice about scaling and clumping of populations rather than fields of plantings for this type of setting. so it has changed in that way also.
Fixing stuff
Fixed the object shader situation, reducing shaders from 50 to twelve for the hotel. Now I can PF texture easily I hope. :)
Used Blender 2.8, but saved file after each change. No crashes though.
Looking good! UV mapping a shape like that is not easy. Reducing shaders from 50 to 12 is certainly a good thing, too. Much more manageable. Looking forward to seeing the final textured version.
Quote from: sboerner on January 30, 2019, 01:47:34 PM
Looking good! UV mapping a shape like that is not easy. Reducing shaders from 50 to 12 is certainly a good thing, too. Much more manageable. Looking forward to seeing the final textured version.
Thank you sboerner!
Fixed many errors in the whole file. My forever WIP.... :)