Something I've been working on...
very good render !
some strange spikes on the background hills but maybe you've done that on purpose
excellent detailing as always...
Well, yes, the background is just a haphazard PF, didn't pay much attention to it. The rocks also need some small detail, and I also have to see about the road. Usually with this sort of road you have some rock debris on the sides, ridden off by the tires of passersby. But it started off as a layout basically.
With just a slight bit of tweaking people would argue wether this is a photo or not....:)
It looks like a recon photo from a bi-plane in WWI.
Exceptional beginning to realism...I agree about the road....perhaps also two parellel ruts as if tires or treads indented the old abused surface.
Keep on man!!!
You could make a pretty cool little movie with this look! It has a good style and feel.
A derivation of this will be used for a movie (not by me), but not allowed to be showed here, I'm afraid.
oh yeah, are the grasses the built in grass clumps?
they look great here...
Nice vegetation distribution.
Looking very good. In addition to what has been said, perhaps a spot here and there within the tress and the grass, add some dryness of vegetation.
Quote from: Dune on August 04, 2011, 06:54:25 AM
A derivation of this will be used for a movie (not by me), but not allowed to be showed here, I'm afraid.
If it gets posted anyplace online, make sure and let us know!
I really like this but the edges of the paths do seem too "regular"... IMHO
Quoteare the grasses the built in grass clumps?
They are, thinned out a little and added a little color.
@Neon22: you're right. I might have look at that.
In the line of the same work; another test.
and another...
The second of the two new ones is especially wonderful - lovely stuff :)
wow ;D
Tiananmen Forest! You shall not pass! :D
Sorry, Ulco. Great shots. I love the first one best.
The more open image with the windy path seems to have a very strong right to left flavor which gets repeated by the populations. I think it would look better if the populations did not enhance this.
I am reminded of a coastal area with that image, but I can't remember from where. Somewhere in New England I think. I like the other new image with the tank very much.
Both images are fine; and, I favor the second one for its depth.
They're actually only tests on how to get a road sculpted out of a hill (which is hard), but I'll give you another one. Trees planted anywhere, but who cares. I do like the camouflage of the tank here. The guy is talking to his mother; "Mama, mama, that man is pointing a thing at me...."
I like this new image much better. I like the story behind the image also.
You are right about carving paths out of hills. I can't do that even with a straight simple shape shader. You do it with curved ones. I was never able to get the curved simple shape shader to curve. Keep up the great work.
You have to set the location key in the simple shape different than the default, Henry; position in terrain, not final. Then warp it by using a redirect and some displaced PF (or perlin3D+displacement shader). Works like a charm.
I enlarged test 6 and was forced to use the word 'Whoa'. It is one of my favorites of the images you have posted. The water with the foam intersecting with the stream bed is really cool also. They are both shots from the same landscape?
Set the location for the simple shape shader in a different location. So the bend is computed from the offset of the location; value of 0,0,0 will not give anything for the calculation to work with. It simply returns zero. Thanks Ulco. I just heard something whirr and click in the dusty brain.
They're from the same landscape indeed, something I'm doing for Jon. But again, nothing refined yet. And the roads here are from a mask, not a simple shape. Speaking of simple shapes, of course you have to set a certain location and depending on the main axis of what you want for a road (or whatever) you tend to redirect the Z or X. You can do both, but if the road is principally North-South, best to warp in the X direction. If you want your North-South road about 500 meters eastwards, then set the X to 500, but that's obvious.
I have not had a chance yet to look at your files that you sent. I need to get the cobwebs knocked down and find the oil. I am sure a new piece of the puzzle is about the fall into place. Thanks.
I think, Henry, you might have misunderstood Ulco. It is not the 'location' of the simple shape shader that affects the ability to warp/bend. What Ulco's referring to is the 'position key' option, found at the bottom of the settings panel. Using 'position in terrain/texture' will allow you to redirect the shape.(remember to also set the SSS's displacement position key if you need to bend that, too!) :)
I thought so too, so I sent him a nice little file to play with. (you do that for nice people ;) )
'It's nice, to be nice, to the nice' Frank Burns from the TV show MASH. :D
Quote from: dandelO on August 10, 2011, 08:56:33 AM
I think, Henry, you might have misunderstood Ulco. It is not the 'location' of the simple shape shader that affects the ability to warp/bend. What Ulco's referring to is the 'position key' option, found at the bottom of the settings panel. Using 'position in terrain/texture' will allow you to redirect the shape.(remember to also set the SSS's displacement position key if you need to bend that, too!) :)
There must be another piece to this. No matter what displacement amplitude I select, the shape does not deform. SSS shader feeds to redirect shader (which has a Powerfractal input for X or Z) which then feeds into the blending port of a surface layer (to see the mask in the preview). Grrr!
Are you sure you selected the right position key, Otakar? It should work just like you describe...
Quote from: dandelO on August 10, 2011, 03:48:21 PM
Are you sure you selected the right position key, Otakar? It should work just like you describe...
Yes. Screen shot attached.
It may be that the redirect doesn't output colour, then it wouldn't work as a blend shader. Give me a second and I'll PM you...
*EDIT; That's exactly what it is, no colour info passes from a redirect shader. ^^ Set your redirect as the 'child' to the surface layer.
[attachimg=#]
Sorry, Ulco.
Quote from: dandelO on August 10, 2011, 04:13:18 PM
It may be that the redirect doesn't output colour, then it wouldn't work as a blend shader. Give me a second and I'll PM you...
Ha! Making the redirect shader a child layer of the test surface layer instead has the desired effect. Thanks a bunch and my apologies to Dune for hijacking his image thread.
No worries. I use a warp shader, by the way. Plug the redirect and the SSS into the warper.