http://buzzzzzart.com/Gallery/Buzzzzzs-TG2/Near_Sedona_copy (http://buzzzzzart.com/Gallery/Buzzzzzs-TG2/Near_Sedona_copy)
you call this crap??... :o :o
this is real nice man!!
nice crap ;)
Most excellent crap ;D
Fantastic job! You've achieved a great level of realism here. I love it!
I wish my crap was that...crappy. ;D Really nice work, superb lighting job!
Are you sure this isn't a crap photo? :P
Nice.
That is so crap..as in serious crap man.
But seriously, WOAH! that is just..amazing! Should be in Planetside's gallery, DEFINATELY.
Is that transparent/muddy water in the bottom left? Niiice.
Wish my crap was that good..lol
Jay, you sure do great cliff/ canyon renders.....
i think it would look as good without any shrubs.
Mm..shrubs give it that realistic feel ;)
hey buzzz.....do you mind sharing some of the secrets of making these canyons PLEASE??? ;D ;D
Quote from: dhavalmistry on April 12, 2007, 12:58:22 AM
hey buzzz.....do you mind sharing some of the secrets of making these canyons PLEASE??? ;D ;D
Sure, really there's not much to it. I started with a DEM from Timster.net http://timster.net/grand_canyon/antelope_point_AZ%20.html (http://timster.net/grand_canyon/antelope_point_AZ%20.html) Thanks Tim!
The Image Sedona was rendered in 4 or 6 parts, I don't recall exactly at the moment. Old Age ;)
First I adjusted the Base Colors Node, Easier to attach the clip file so just insert it into your new scene. I do most of my displacements through the Base Colors Node for now. It keeps things simple for me as I'm not to Bright. ;D
Then I created a "Twist and Shear" (with minimal settings applied) and a "Terrain Height Adjust" (To suit Taste) in the Terrain Group. I will also attach that clip file.
Also added Strata to the Surface Shaders Group. I'll attach the Strata clip and distribution node.
I only applied the twist and shear to the right side of the render (Cropped and spliced together in PS)
I also attached the camera from this scene for my POV. Just insert the clip and hook it up to the render nodes.
I haven't figured this program out buy a long shot so I Improvise a lot. LOL
Not much but I hope it Helps someone.
Cheers,
Jay
Thanks! More to assimilate. ;D
Quote from: Buzzzzz on April 12, 2007, 01:37:24 PM
Quote from: dhavalmistry on April 12, 2007, 12:58:22 AM
hey buzzz.....do you mind sharing some of the secrets of making these canyons PLEASE??? ;D ;D
Sure, really there's not much to it. I started with a DEM from Timster.net http://timster.net/grand_canyon/antelope_point_AZ%20.html (http://timster.net/grand_canyon/antelope_point_AZ%20.html) Thanks Tim!
The Image Sedona was rendered in 4 or 6 parts, I don't recall exactly at the moment. Old Age ;)
First I adjusted the Base Colors Node, Easier to attach the clip file so just insert it into your new scene. I do most of my displacements through the Base Colors Node for now. It keeps things simple for me as I'm not to Bright. ;D
Then I created a "Twist and Shear" (with minimal settings applied) and a "Terrain Height Adjust" (To suit Taste) in the Terrain Group. I will also attach that clip file.
Also added Strata to the Surface Shaders Group. I'll attach the Strata clip and distribution node.
I only applied the twist and shear to the right side of the render (Cropped and spliced together in PS)
I also attached the camera from this scene for my POV. Just insert the clip and hook it up to the render nodes.
I haven't figured this program out buy a long shot so I Improvise a lot. LOL
Not much but I hope it Helps someone.
Cheers,
Jay
thanx a million man....I will share any results that I come up with....thanx again
hey buzz...if you dont mind...can I want to ask you 2 questions
1.) what difference would it make if I use shader group to displace the terrain and if I use terrain group to displace the terrain
2.) why did you add distribution shader as child shader to strata and not as blending shader...
Quote from: dhavalmistry on April 12, 2007, 03:22:33 PM
hey buzz...if you dont mind...can I want to ask you 2 questions
1.) what difference would it make if I use shader group to displace the terrain and if I use terrain group to displace the terrain
2.) why did you add distribution shader as child shader to strata and not as blending shader...
1.) You can do it any way you want, but you first asked me how I did it, so I shared the clip file. There are many ways to achieve the same effects in TG this is how I choose to do it. Works for me.
2.) The distribution shader isn't a child layer of the strata shader. I use the distribution shader as a surface layer with the strata shader attached to it as a child. That's the way the clip was hooked up when I posted it here.
Quote from: Buzzzzz on April 12, 2007, 05:21:53 PM
Quote from: dhavalmistry on April 12, 2007, 03:22:33 PM
hey buzz...if you dont mind...can I want to ask you 2 questions
1.) what difference would it make if I use shader group to displace the terrain and if I use terrain group to displace the terrain
2.) why did you add distribution shader as child shader to strata and not as blending shader...
1.) You can do it any way you want, but you first asked me how I did it, so I shared the clip file. There are many ways to achieve the same effects in TG this is how I choose to do it. Works for me.
2.) The distribution shader isn't a child layer of the strata shader. I use the distribution shader as a surface layer with the strata shader attached to it as a child. That's the way the clip was hooked up when I posted it here.
1.) If the displacements are substantial you should have a compute terrain after them to avoid potential problems with following surfaces not working as expected... which makes it simpler to put them in the terrain group. If it's just a terrain modification it would make more sense to put it with the terrain.
2.) I think the question got a little confused, but the answer is pretty much the same as his first one. There are a number of different ways of achieving the same result, and that's just the way he chose to do it. In most cases it doesn't make any difference, but there are times when theoretically identical masks don't achieve the same result in practise e.g. masking fake stones shaders.
In the end, the chicken crossed the road to get to the other side ;)
PS.. Great image.... perhaps a muddy river at the bottom?