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General => Image Sharing => Topic started by: Zairyn Arsyn on June 22, 2011, 10:29:34 AM

Title: stratafied Icesheets v2
Post by: Zairyn Arsyn on June 22, 2011, 10:29:34 AM
its that time of the year again...

C&C welcome.
Title: Re: sratafied Icesheets WIP
Post by: inkydigit on June 22, 2011, 10:55:44 AM
this is looking cool!!!
:)
Title: Re: sratafied Icesheets WIP
Post by: Zairyn Arsyn on June 22, 2011, 01:58:52 PM
working on a 2nd render with reflective shader ON, it gonna take a little bit longer, but hopefully it should be done by the time i get home from work.
Title: Re: sratafied Icesheets WIP
Post by: Walli on June 22, 2011, 03:18:40 PM
looks great already and I think reflexion will make it even better. Now we just need subsurface scattering ;-)
Title: Re: sratafied Icesheets WIP
Post by: Zairyn Arsyn on June 22, 2011, 03:41:22 PM
i agree 100% with you.
Quote from: Walli on June 22, 2011, 03:18:40 PM
Now we just need subsurface scattering ;-)
in some earlier in un-posted versions i had some seagrass populations, i dont know if im going to use them later or not, depends on what render times i get.
Title: Re: sratafied Icesheets WIP
Post by: Dune on June 23, 2011, 03:48:07 AM
Play with a Lambert shader and set the translucency tint to 5 or so, use existing color (make the color of the ice a somewhat shady blue-green). See what happens with your ice. That is how I made the Mars Dry ice, and it might have an interesting effect on your icebergs.
Title: Re: sratafied Icesheets v2
Post by: Zairyn Arsyn on June 24, 2011, 09:59:02 AM
version 2 - with Ulco's Lambert shader advice.

C&C welcome.

currently rendering a version with a Medusa sea grass population
Title: Re: stratafied Icesheets v2
Post by: TheBadger on June 24, 2011, 06:58:39 PM
Love the translucent feel, its really good on the lower right side. Hue and sat are a bit harsh for me though.
Love the water too, I would say make it all more blue than green, but not so much that there is no green.

Great work
Title: Re: stratafied Icesheets v2
Post by: Dune on June 25, 2011, 02:41:47 AM
That surely helps a lot. Perhaps still some extra shine, locally? I really love the sinusoid soil. And I discovered your two seals!
Title: Re: stratafied Icesheets v2
Post by: Henry Blewer on June 25, 2011, 08:20:14 AM
and Crofts?

I really like the ice. Well done!
Title: Re: stratafied Icesheets v2
Post by: Zairyn Arsyn on June 25, 2011, 01:10:44 PM
reason for the hue & saturat. harshness is probably because i saved the render as an Exr, and not one of the non-32bit formats.
i tried lowering the exposure, a bit but it still didn't do the trick.


Title: Re: stratafied Icesheets v2.1
Post by: Zairyn Arsyn on June 28, 2011, 04:26:47 PM
with Medusa sea grass
-i dont like this one as much as the last one.

i plugged a default shader (for reflections) to the lambert shader node.
for some reason im not getting very good results with reflective shader,
longer render times too,

C&C welcome
Title: Re: stratafied Icesheets v2
Post by: Dune on June 29, 2011, 02:16:40 AM
Perhaps the Lambert and reflections don't go well together. Maybe this clip (default) is a better solution; try as a child, and check the insides for the camera settings.
Title: Re: stratafied Icesheets v2
Post by: JimB on June 29, 2011, 05:02:05 AM
This is looking really nice. You might want to bear in mind that there are generally two types of ice: old ice and new ice. The old ice is the shiny blue and the new ice whiter and more powdery. The new ice can form a thick layer on top of the old ice.

Also, World Machine has a very handy tool for adding snow on top of a heightfield based on snowfall deposition and other variables, which can also output a mask. It takes a bit of getting used to, but can enhance a scene of an ice sheet considerably.