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General => Image Sharing => Topic started by: MGebhart on July 29, 2010, 09:45:38 PM

Title: Inside T2 Magnolia
Post by: MGebhart on July 29, 2010, 09:45:38 PM
So, who's getting sick of this dang, almost, tree?  ;D

Here is a render of a small branch with a few leaves in Terragen. This was done to test the use of a multi-sub-object material. There is only one leaf type on this test. There will be a total of around 10 unique leaf maps for variety. The render has not been retouched. The branch is a quick model only to test the texture and displacement.

I swear I'm  getting there.

Thanks for your patients.

Title: Re: Inside T2 Magnolia
Post by: Henry Blewer on July 29, 2010, 09:58:48 PM
It's like wine. It's ready to drink when it's ready to drink. This will be/is a beautiful plant.
Title: Re: Inside T2 Magnolia
Post by: Tangled-Universe on July 29, 2010, 10:18:23 PM
Looks VERY good and promising so far :)
The only thing I'm not very fond of at the moment are the angles of the edges of the leaves.

Cheers,
Martin
Title: Re: Inside T2 Magnolia
Post by: MGebhart on July 29, 2010, 10:23:07 PM
Martin,

I agree. I'll need to up the poly count on the leaf geometry just a bit more to round the edges. This shouldn't impact the heaviness of the tree to much.

Thanks for your input.
Title: Re: Inside T2 Magnolia
Post by: choronr on July 29, 2010, 11:20:29 PM
Waiting patiently for this one Mark. Looks very good so far.
Title: Re: Inside T2 Magnolia
Post by: old_blaggard on July 30, 2010, 12:51:05 AM
Looks promising! I agree with Martin, though: the leaves need to be smoother.
Title: Re: Inside T2 Magnolia
Post by: Dune on July 30, 2010, 03:05:03 AM
Isn't it possible to work with alpha channels here, Marc? To get rid of the edges.
Title: Re: Inside T2 Magnolia
Post by: MGebhart on July 30, 2010, 09:09:00 PM
Dune,

Yes it is. I'll play around with it to see if the results look cool. That would certainly eliminate the need to increase poly count.
Title: Re: Inside T2 Magnolia
Post by: Walli on July 31, 2010, 08:53:00 AM
actually it´s often good if you can get away without use of alpha channel, as this is one of the biggest rendertime killers. But as TG is 32bit at the moment memory is of course also of concerne. If you are just a bit away from the leaves, you usually don´t notice the harder edges anymore. But for closeups on the other hand. I can very well feel your dilemma!
It´s such a pitty that it´s still more or less impractical to have a tree in its full glory ;-)
Title: Re: Inside T2 Magnolia
Post by: Henry Blewer on July 31, 2010, 09:54:38 AM
It would be nice to have 'Hero' trees for close work. Distant trees don't need so much detail.
Title: Re: Inside T2 Magnolia
Post by: Dune on August 01, 2010, 02:46:10 AM
Quotealpha channel, as this is one of the biggest rendertime killers.

Is that so? Good to know that. So for distant trees with simple leaf shapes, better shape the leaves (more or less) and give them color/shine, etc instead of alpha? Even if the leaf texture is a tiny TIFF of 200kB?

---Dune
Title: Re: Inside T2 Magnolia
Post by: Walli on August 01, 2010, 05:42:09 AM
it depends on the render engine of course, but especially for raytracers alpha channels are often very slow to render. A while ago I had to do a landscape animation and for distant populations (not TG, was Cinema4D) I simply turned the alphachannel off, this saved a lot of time. This is especially true if you have global illumination turned on.

And often its still faster if you use a slightly more detailed leaf, just so that it is not just a square, as long as you can turn of the alpha.

But of course you always have to keep memory in mind

Title: Re: Inside T2 Magnolia
Post by: MGebhart on August 01, 2010, 08:29:27 AM
Walli,

Thanks for the information.

Marc
Title: Re: Inside T2 Magnolia
Post by: Dune on August 02, 2010, 03:47:07 AM
Thanks again Walli! I will keep that in mind.

---Dune
Title: Re: Inside T2 Magnolia
Post by: Walli on August 02, 2010, 07:01:01 AM
by the way, I don´t know if that applies for TG too, I didn´t try that yet.
Title: Re: Inside T2 Magnolia
Post by: MGebhart on August 02, 2010, 08:25:45 PM
I did a quick test on a leaf, one render with alpha and one without. No impact that I could see.
Title: Re: Inside T2 Magnolia
Post by: Dune on August 03, 2010, 02:26:31 AM
Thanks, Marc, that saves me some testing.
Title: Re: Inside T2 Magnolia
Post by: MGebhart on August 03, 2010, 10:11:43 PM
Here is a completed Leaf Cluster rendered in Terragen. I will populate the tree with a ton of these. May take about 5 years. :P 
Title: Re: Inside T2 Magnolia
Post by: Henry Blewer on August 03, 2010, 11:07:52 PM
They have glue now which dries quite quickly. Have you tried any of these? :D
This is really going to be a great looking tree Marc.
Title: Re: Inside T2 Magnolia
Post by: Dune on August 04, 2010, 03:11:20 AM
Great job, Marc, but what a longterm, tedious labor you're diving into.
Title: Re: Inside T2 Magnolia
Post by: Walli on August 04, 2010, 04:14:38 AM
I think it´s highly underestimated how long it can take to build a tree (or other plant), if you want to do something special and not 08/15
(not sure if 08/15 is common in english, it means something like bog standard I think)
Title: Re: Inside T2 Magnolia
Post by: domdib on August 04, 2010, 05:04:16 AM
8/15 isn't an English idiom, but bog standard certainly is!
Title: Re: Inside T2 Magnolia
Post by: MGebhart on August 04, 2010, 05:12:36 PM
Flower. This needs some tweaking which I'll do later. ZZZZZZZZZZZZ.
Title: Re: Inside T2 Magnolia
Post by: MGebhart on August 05, 2010, 11:54:26 AM
This is the final Tree model with all the textures applied. Color, Displacement and Specular.

The image has not been manipulated in Photoshop or other Graphic programs.

Suggestions and Crits welcome.

Thanks for looking.
Title: Re: Inside T2 Magnolia
Post by: N810 on August 05, 2010, 04:12:18 PM
Yea The Bark Texturee looks a lot better on this one,
and the tree geometry looks spot on.
Excelent job on the leaves, I can't wait to see
to see the flowering versoion.