Planetside Software Forums

General => Image Sharing => Topic started by: Axe on January 26, 2012, 10:50:54 PM

Title: First Image - Snowy Mtns - Variations
Post by: Axe on January 26, 2012, 10:50:54 PM
So I've been slowly plugging away at trying to learn TG2-deep and have finally got something that looks reasonable, abeit a bit basic.  Thought I'd try some variations to get a better handle on lighting and atmosphere.

1 Terrain
2 populations of X-Frog trees
not much else......

Version 1 - clear and cold!
Title: Re: First Image - Snowy Mtns - Variations
Post by: Axe on January 26, 2012, 10:51:52 PM
Version 2 - Sunset with some colour adjustment in PS.
Title: Re: First Image - Snowy Mtns - Variations
Post by: Axe on January 26, 2012, 10:52:44 PM
Version 3 - sunset and fog - more atmosphere!
Title: Re: First Image - Snowy Mtns - Variations
Post by: Dune on January 27, 2012, 02:32:17 AM
Very nice; I like the last one best. Very subtle.
Title: Re: First Image - Snowy Mtns - Variations
Post by: Henry Blewer on January 27, 2012, 05:23:33 AM
The first and last images look best to me. Nice work.
Title: Re: First Image - Snowy Mtns - Variations
Post by: FrankB on January 27, 2012, 07:29:22 AM
one tip: you need to be careful to not blow out the white snow, like in the first image. This is even more difficult when you have dark trees in the scene... Try using a lighter grey instead of pure white. That gives you room to increase the exposure a bit, until the snow looks white-ish again, which in turn helps with lighting the darker trees a bit more. Same with the clouds, give them a bit less albedo, so that you have room for increasing the exposure.

Regards,
Frank
Title: Re: First Image - Snowy Mtns - Variations
Post by: Axe on January 27, 2012, 08:40:52 PM
Thanks Dune and njeneb.  I'm partial to the last one as well.

@Frank, I was trying for a little more of the specularity/luminosity that you get from bright white snow on a brilliant day.  In retrospect, though, it certainly has blown out the highlights a bit much.  I couldn't figure out how to add specularity with the shaders I had set up.  Thanks for the tip on albedo, I'll have to keep that in mind to give more dynamic range.

Axe