A strange title, but when I was putting this together, I thought it would be nice to be able to 'blur' certain parts of a model. Like the rotor, which was post in PS here. Perhaps a fine alpha channel for opacity could do that, but I have to dive into that again. There were some threads regarding this, but I wasn't able to find them.
The image title is also strange, as I was first making an abyss for the heli to hover above, later adding some water. And the real truth is that I just wanted to test out a new tree I made.... so never mind the ugly ground surface.
Quoteit would be nice to be able to 'blur' certain parts of a model. Like the rotor
Like this (http://"http://www.weipet.com/terragen/fight.jpg") from swissAdA?
Try http://forums.planetside.co.uk/index.php?topic=11893.msg120328#msg120328
:)
Just testing a tree I made. lol :) The trees look very good.
Which tree is the one you are testing? ;D
The one in the top right, Henry. Just in front of the other one beside it :D (it's an oak I just made)
@Klas: Thanks. I found that thread indeed, but haven't opened the file yet. I may have done so at the time, but can't remember how it was done.
Oh, That Tree! 8)
All said, this is a nice test render. Quick setups can really show off a persons skill.
Someone once offered this droplet .tgc. Wondering if you could add it to create a ring pattern on the water below the chopper. BTW, THOSE TREES LOOK GREAT!
@ Klas: I opened the file and remembered I did so before. But the method is of no use to this rotor, it just takes parts out. A really blurred rotor is just impossible yet. If we could have motion blur in other items than the render cam, it would work. So, it's post for now.
@ Bob; Thanks, I know that method. But I've taken the water out and went back to my old setup with the abyss, which is rendering now. With some new black alders this time. The trees would even look better (all my renders would) if I increase detail and AA (and use soft shadows all the time), like the guys with the i7's do. My machine turns black if I attempt that.
Here's how SwissAda described it to me;
(http://www.terragen.org/index.php?action=dlattach;topic=5151.0;attach=3635;image)
The image maps do all the work.
Is the helicopter rotor one solid disc(as the Spitfire is) or, a number of blades? If it's the latter, you might want to edit the model to make it a disc and use a greyscale opacity map, when used as a blendshader opacity works very well.
The method won't work on individual blades, as you know, motion blur would be required to actually move the rotor.
Genius. 8)
That's a good idea, Martin. For the moment I've blurred the rotors in PS. Rocky needs more work, but I doubt if I'll do that. It was just for the trees anyway. Up to the next challenge.
It looks like the gate to hello. That is a bery , err, very deep crater. Walli got me thinking about blackberries. ::)Too bad they are out of season.
Impressive sink hole. Now the image is more dramatic ...I like this.
I changed the helicopter, and it works like a charm. No post here, except some color adjustments.
EDIT: I may continue with this and add something that would show the depth. The light source isn't working very well. Another helicopter perhaps...
I thought to take a shot upwards, but this is what happens to the transparent disc. I tried all settings of the object (like 2-sided, flip normals, etc, even turned the object 180 degrees), but couldn't get it transparent again. Does anyone have an idea? Perhaps something I have to change in the disc object itself?
Just obliterated the disc for the time being.
Quote from: Dune on August 25, 2011, 04:49:43 AM
I thought to take a shot upwards, but this is what happens to the transparent disc. I tried all settings of the object (like 2-sided, flip normals, etc, even turned the object 180 degrees), but couldn't get it transparent again. Does anyone have an idea? Perhaps something I have to change in the disc object itself?
That's because of the design of the watershader. It won't allow you to render from beneath the surface. You'd need to rotate the disc 180 degrees on X or Z to get the transparency working again.
Rotating the disc doesn't help, I tried. I'll experiment some more....
well you could fix it in photoshop by making 2 renders,
on with just the rotor and another with a solid disk,
just paste the solid one over the regular one and
make it like 50% transparent or something like that. ;)
Quote from: Dune on August 25, 2011, 08:06:34 AM
Rotating the disc doesn't help, I tried. I'll experiment some more....
No of course not, I just realized. The idea conflicts with the principle/argument about why I think it doesn't work.
Simply put I don't think you can put a watershader in between your camera and sun or your camera below the water and rendering rays (raytracer rays, not sun rays) getting through the water, since the transparency is "fake". Can't really put in sensible words, sorry.
I understand very well. Perhaps it would work without raytracing, but I'm not gonna find out. It's not that important anyway. I made another version detail 0.55 and AA6 this time), but now there's a black artifact. It disappeared when moving the heli a notch up.
Quote from: Dune on August 25, 2011, 10:43:18 AM
I understand very well. Perhaps it would work without raytracing, but I'm not gonna find out. It's not that important anyway. I made another version detail 0.55 and AA6 this time), but now there's a black artifact. It disappeared when moving the heli a notch up.
No it's not that type of raytracing which you mean now. Not about raytrace rendering the objects. Raytracing the scene-elements, the hardcoded shader itself.
As for the disk:i remember having similar issues and in some cases a decay distance
of 1e+010 helped getting rid of the effect.
Thanks, Martin and J. Meyer. I'll check that out. Off to supper now.
Ulco; This is an issue I discovered some time back and reported to the 'Glass' thread that Marc started, I think I took it into the support forum soon afterwards because it wasn't always this way. This problem was introduced in TG2.1, if I remember correctly.
I'll find those links, back in a bit...
I moved the subject from Marc's thread; http://forums.planetside.co.uk/index.php?topic=9922.0
To its own thread in TG discussion, not support. Here's my link about this specific issue; http://forums.planetside.co.uk/index.php?topic=9943.0
There is a confirmation by Matt that it is indeed a newly introduced bug, as of 2.1. It still isn't fixed.
Any atmosphere that is visible through the transparency suffers from the problem, whether ray trace rendered or not.
Hopefully it will be fixed soon as we were once able to have a beautiful transparency shader to fit any scene before.
It should work correctly in your first pov, i.e. looking down on the rotors, but not upwards to the sky.
That's what your problem is here.
Hey, thanks, Martin. I missed that thread somehow. So it's just a waiting game now. The only thing I can think of now regarding the glass ball is to eliminate the back half by using a default shader's opacity input and a simple shape. But that's theoretical.
Just tested J. Meyer's solution and it works! Thanks very much.
Quote from: dandelO on August 25, 2011, 01:53:15 PM
I moved the subject from Marc's thread; http://forums.planetside.co.uk/index.php?topic=9922.0
To its own thread in TG discussion, not support. Here's my link about this specific issue; http://forums.planetside.co.uk/index.php?topic=9943.0
There is a confirmation by Matt that it is indeed a newly introduced bug, as of 2.1. It still isn't fixed.
Any atmosphere that is visible through the transparency suffers from the problem, whether ray trace rendered or not.
Hopefully it will be fixed soon as we were once able to have a beautiful transparency shader to fit any scene before.
It should work correctly in your first pov, i.e. looking down on the rotors, but not upwards to the sky.
That's what your problem is here.
Yes, atmosphere visible through transparency...those were the words I'm looking for actually, thanks :)
J. Meyer's solution worked for me too a couple of weeks ago with a similar experiment, thanks for putting that up too :)