Planetside Software Forums

General => Image Sharing => Topic started by: Henry Blewer on June 04, 2011, 03:19:14 PM

Title: King's Pathway
Post by: Henry Blewer on June 04, 2011, 03:19:14 PM
I used Walli's and Marc Gebhart's plant models for this one. They are the true stars in this render.

Render detail 0.75, AA 8, clouds samples 24, atmosphere samples 12. Raytraced objects and atmopshere.


Large 1920 x 1080 render
http://www.flickr.com/photos/njeneb/5797003449/sizes/o/in/photostream/
Title: Re: King's Pathway
Post by: bla bla 2 on June 04, 2011, 03:31:01 PM
I like. Good texture of way.
Title: Re: King's Pathway
Post by: jbest on June 05, 2011, 12:03:21 AM
The mood is very nice. I hate to say this, since I'm no good at creating (much less texturing) trees, but the texture of the trees doesn't seem right. Too smooth, if you ask me. Just my opinion.
Title: Re: King's Pathway
Post by: Dune on June 05, 2011, 04:57:30 AM
Nice one, Henry. But I'd take another grass (greener), and more of it (different sizes, perhaps some population variation), and make the simple shape (?) path slightly softer at the sides, so the grass edge is a bit smoother. And perhaps a little less variation in the gravel colors. You might like to warp the simple shape for a slightly curving path?

Shutting down now... thunder and lightning ahead!
Title: Re: King's Pathway
Post by: Henry Blewer on June 05, 2011, 08:07:28 AM
Ulco, I tried using your simple shape warper. It works when I load the tgd into the program. When I add the nodes myself in a different project, it does not work at all. This would have been much better if the path curved.
I have also not been able to figure out how to blend the sharp line of the simple shape shader into the area not covered by the simple shape shader. I had some time to think about this last night at work (horrible weekend!). So I am going to try some different approaches.

jbest, the tree is by Walli; The Noble One. It's available at NWDA. The raytrace objects does not use displacements yet, just bump mapping. It might be cool to render the tree without ratrace objects turned on.
I am not sure what species Walli had in mind when he made this. I believe it is a beech. Some types of this have bark that is quite smooth.
Title: Re: King's Pathway
Post by: Henry Blewer on June 05, 2011, 08:46:07 AM
I saved the file you shared as a clip. Are there hidden nodes? Works as a tgc file.... ???
Title: Re: King's Pathway
Post by: Dune on June 06, 2011, 03:11:30 AM
I can't recall, but don't think so. Send me your file PM, and I'll fix it, if you like...
Title: Re: King's Pathway
Post by: Henry Blewer on June 06, 2011, 09:29:57 AM
There's no need Ulco. The clip file version works, but I am puzzled why my setup (copied from yours, node by node) did not work.
Title: Re: King's Pathway
Post by: Dune on June 06, 2011, 11:19:56 AM
I meant your own file (the one you made this render from), so I can fix the path for you...
Title: Re: King's Pathway
Post by: Henry Blewer on June 06, 2011, 12:38:59 PM
I can just add your clip file. I am working on a town scene now. Part of a town, about 1870 AD.
Title: Re: King's Pathway
Post by: jbest on June 09, 2011, 02:55:28 AM
Yeah, I understand some trees are smooth. I find, though, that trees that are smooth (in TG2) look more fake than trees that are bumpy, even if the tree is supposed to be smooth. I mean, the picture still looks really great. The trees that are farther away look more realistic than the ones that are closer though. :)