Some work on the Asphalt shader. We now have embedded gravel in the tar and debris (hard to see at this scale). Today I spent work on the potholes. No longer just divots with cracks, we not have divots, and in divots that are strong, potholes. All procedural, of course.
It's hard to get the lighting on the asphalt to look right in TG, but with some post work, you can make it look like it's lit by a bright sun and contrasted in a image.
I imagine, and sure hope, the edges and such would only look nicer with a good quality settings and GI settings.
Hey, that last image is really good. Looks just like the roads around where I live :P
Looks good.
Agreed, looks good. Here's one I did 4 years ago.
Quote from: Dune on June 03, 2018, 01:42:48 AM
Agreed, looks good. Here's one I did 4 years ago.
Looks great! I am actually working on the wetness surface layer and mud puddles now which I'll include in the shader disabled.
Rendering a WIP now.
And thanks everyone.
Here is a early wip of the potholes with the muddy puddles plane, wet surface layer, and overflow dust/dirt staining
Really nice update!
Thank you! And here is another wip with some more adjustments to taste and an added quick post process in Photoshop, namely some more ambient occlusion, contrast, and exposure.
Oh cool! that looks really great! What will come out of this hole? Brrrr - scary! :)
That idea 1 year earlier and I would have had a better idea where my Kansas-witch would have come from :)
Quote from: DocCharly65 on June 03, 2018, 03:56:08 AM
Oh cool! that looks really great! What will come out of this hole? Brrrr - scary! :)
That idea 1 year earlier and I would have had a better idea where my Kansas-witch would have come from :)
Hehehe, Thank you.
Also I notice my muddy puddle got super muddy. Still looks nice but I liked the settling mud idea better... imagine it looks like this...
[attachimg=1]
Ok I see :)
I didn't think i would be saying this today, but very impressive potholes.
Looking good
Agreed, very nice work indeed!
Not sure what issue you're having with the lighting (newer images look better), but it seems like your sun angle is a bit low, and if you don't have a bright atmosphere, or objects around to bounce light into there, then it will tend to be a bit dark.
- Oshyan
It's just getting better and better.
That's a 5 star pothole my friend, well done!
*****
Looks great!
Quote from: Oshyan on June 03, 2018, 04:54:35 PM
Agreed, very nice work indeed!
Not sure what issue you're having with the lighting (newer images look better), but it seems like your sun angle is a bit low, and if you don't have a bright atmosphere, or objects around to bounce light into there, then it will tend to be a bit dark.
- Oshyan
It's actually at 35, rather high. In this update I choose different potholes to look at, and lowered the sun to 15 degrees. The issue is the darkness of the colour and how light interacts with it. IRL everything has specular and reflectivity so dark stone is rather lit in the light. Here we just have a ambient reflection map, and a wet reflection map, you pick either, should not have both enabled, but in general the reflection isn't perfect or correct under all scenarios. For example while it looks like wet asphalt up close, the decay over a plane doesn't match a reflective surface IRL, like a wet road into the distance. Basically specular and roughness seems to have "one" condition, and doesn't interact correctly at distance. Without dark objects, like a forest, or city, a wet road, or reflective surface would get rather white in the distance from sky refraction, instead we get the blue sky refractions to a distance and they decay off. I'm sure roughness maps/distance camera could help make gradient better. That's another unrealistic part of Terragen, the sun's intensity (on surfaces) as it hits the horizon is also incorrect. At this point, the sun is a bit dimmer, sure, but it's richer in warming hues, and the sky is still rather bright causing ambient light, and 15 degrees is still pretty high, not even a sunset/sunrise technically yet.
I think you image in post#10 is a winner myself, has the 'ring of real' to my eyes.
Quote from: bobbystahr on June 04, 2018, 01:23:11 PM
I think you image in post#10 is a winner myself, has the 'ring of real' to my eyes.
Do you mean Post #7? If so, those are my favorites as well, though I imagined I just ironically picked a photogenic pothole, which is why I changed to another pothole last night. Seems I was correct.
WAS, about the sun when it's near the horizon. I'm not sure if you're saying the hues are too rich in Terragen (because 15 degrees is quite high) or not rich enough, but isn't this something you can adjust in atmosphere settings? Particularly blue sky density and haze density.
Well done with the multi scale Voronoi cracks and overall texturing.
Matt
Quote from: Matt on June 04, 2018, 05:05:24 PM
WAS, about the sun when it's near the horizon. I'm not sure if you're saying the hues are too rich in Terragen (because 15 degrees is quite high) or not rich enough, but isn't this something you can adjust in atmosphere settings? Particularly blue sky density and haze density.
Well done with the multi scale Voronoi cracks and overall texturing.
Matt
I notice, like on a day like today after a rain, that asphalt further away reflects a "White" ambience from the sky, not a strong blue exacting reflection. And yes, at 15 degrees the light is very dim for some reason on surfaces, and yes it can be adjusted surely, but I'm designing a shader for others to use, with that in mind I am doing it against default TG settings to save from drawn out explanation of how to use it under the right conditions. As it is, while I feel it is pretty straight forward, I anticipate it is complicated for most. I feel it should work under all conditions the user can throw at it (within the scope of a realistic scene), otherwise there are bugs in how things interact imo.
I could fix the intensity and falloff of reflection with a distance shader and surface layer, but that's more setup work just to use the shader, and also may not appropriately work in different lighting, being based on a static distance. Strong glassy colour reflection I can't fix though.
Usually as the sun sets you need to increase exposure in a real camera. It's no different in Terragen, except you can choose to increase sunlight intensity rather than camera exposure - the effect on sunlight in the image is the same.
Distant rough surfaces are tricky to simulate properly because they are the sum of many reflection directions. TG's displacement engine will only give one direction for each micropolygon, so the only way to really do this right now is with micropoly detail much greater than 1. Not very practical. However, on ray traced objects where displacements are rendered using bump mapping, you can get better results at high AA.
The path tracing render mode that I'm developing will simulate rough reflections much better.
Matt
Quote from: WASasquatch on June 04, 2018, 01:28:54 PM
Quote from: bobbystahr on June 04, 2018, 01:23:11 PM
I think you image in post#10 is a winner myself, has the 'ring of real' to my eyes.
Do you mean Post #7? If so, those are my favorites as well, though I imagined I just ironically picked a photogenic pothole, which is why I changed to another pothole last night. Seems I was correct.
if it's this one yes,
https://planetside.co.uk/forums/index.php?action=dlattach;topic=24564.0;attach=82330;image
Quote from: Matt on June 04, 2018, 06:05:10 PM
However, on ray traced objects where displacements are rendered using bump mapping, you can get better results at high AA
This sounds like why those super detailed experimental reels I've been following over the decades take sometimes in rare occasions, a day a frame.
Quote from: bobbystahr on June 04, 2018, 06:25:50 PM
Quote from: WASasquatch on June 04, 2018, 01:28:54 PM
Quote from: bobbystahr on June 04, 2018, 01:23:11 PM
I think you image in post#10 is a winner myself, has the 'ring of real' to my eyes.
Do you mean Post #7? If so, those are my favorites as well, though I imagined I just ironically picked a photogenic pothole, which is why I changed to another pothole last night. Seems I was correct.
if it's this one yes,
https://planetside.co.uk/forums/index.php?action=dlattach;topic=24564.0;attach=82330;image
Oh I see yeah, I really like that water setup.