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General => Image Sharing => Topic started by: DannyG on April 07, 2013, 05:14:29 PM

Title: Ticklers Pond
Post by: DannyG on April 07, 2013, 05:14:29 PM
X-Frogs, Walli, punks from Ulco & Franks Hero rock (NWDA)
Title: Re: Ticklers Pond
Post by: Zairyn Arsyn on April 07, 2013, 05:40:23 PM
them cat fishes are guud eatin'  :)

superb render Danny

Title: Re: Ticklers Pond
Post by: inkydigit on April 07, 2013, 05:58:01 PM
D, a great place for a spot o' fishin' !
My only minor crit; some different more variety of trees... apart from that, I think this is spot on!
:)
J
Title: Re: Ticklers Pond
Post by: TheBadger on April 07, 2013, 06:06:59 PM
Lots of nice detail! The dock is real good looking. And the trees look like nice models from this vantage point. Good render too.
The only thing I would suggest changing is the roughness of the water, looks like waves more than it does ripples, to my eye.
Water color is great.
Title: Re: Ticklers Pond
Post by: masonspappy on April 07, 2013, 06:37:19 PM
Great image Danny!   Only suggestion is to minimize the ripples a bit. Otherwise , a very well done image.
Title: Re: Ticklers Pond
Post by: choronr on April 08, 2013, 02:07:30 AM
Lookin real good Danny. Noticed a duplicate of the trees almost right next to each other. If a pop, then just try a reseed. Lighting and POV are super.
Title: Re: Ticklers Pond
Post by: Dune on April 08, 2013, 02:52:41 AM
Great image. Agree with some others about wave height and more tree variety.
Title: Re: Ticklers Pond
Post by: ratfugel on April 08, 2013, 05:27:31 AM
Some folks are never satisfied!  Superb work Danny, if you want your trees to look different, just rotate a few.  At least this looks like you could go down there and spend some time doing a bit of fishing, (poaching?) etc. Very convincing. (Ponds don't have much in the way of waves anyway, do they?)

rat.
Title: Re: Ticklers Pond
Post by: DannyG on April 08, 2013, 06:35:39 AM
Thx guys, appreciate the look, in regards to the waves, it was very windy that day. Thats my story and I am sticking to it  ;)
Title: Re: Ticklers Pond
Post by: mhaze on April 08, 2013, 06:41:41 AM
Excellent render! Agree with comments re wave height and tree variety btw what variety is the tree?
Title: Re: Ticklers Pond
Post by: Tangled-Universe on April 08, 2013, 09:10:11 AM
Looks great Danny! :)

Pretty much all has been said already. What are you planning to do on this one further?

Quote from: DannyGordon on April 08, 2013, 06:35:39 AM
Thx guys, appreciate the look, in regards to the waves, it was very windy that day. Thats my story and I am sticking to it  ;)

Ghehe, in the light of "moving on to something" else I'd tend to agree with you, but otherwise ;)
I remember seeing some ugly works with totally unrealistic skies quite a while ago and that someone luckily was so honest to say it was crap to which the creator answered "this is how I wanted it and is intended".
End of discussion :D
You're not that type of guy aren't you ;)
Title: Re: Ticklers Pond
Post by: DannyG on April 08, 2013, 06:57:37 PM
Still working, heres what I got so far. Waves cut down to .4

@maze Tree is Broadleaved Paperbar from X-Frogs Oceania 3
Title: Re: Ticklers Pond
Post by: choronr on April 08, 2013, 07:47:16 PM
Danny, this is one of your best. Did you use the Cubic spleen filter on this one?
Title: Re: Ticklers Pond
Post by: DannyG on April 08, 2013, 07:51:33 PM
Quote from: choronr on April 08, 2013, 07:47:16 PM
Danny, this is one of your best. Did you use the Cubic spleen filter on this one?

Thx Bob! I am using Mitchell Natravali AA 12. 1/16


Also I was trying to tweak the foreground tree a bit, its a bit bright, however going into the nodes I see no leaf mapped? Model is OC_49 Variation 9 any ideas?
Title: Re: Ticklers Pond
Post by: choronr on April 08, 2013, 08:48:27 PM
You might consider adjusting (make darker) the 'diffuse' setting of the leaf.
Title: Re: Ticklers Pond
Post by: DannyG on April 08, 2013, 09:52:29 PM
Quote from: choronr on April 08, 2013, 08:48:27 PM
You might consider adjusting (make darker) the 'diffuse' setting of the leaf.

Theres no leaf mapped to it ? There is a leaf tiff file in the folder but nothing is reading it. I need to open it in another session and test it
Title: Re: Ticklers Pond
Post by: TheBadger on April 08, 2013, 10:06:21 PM
One more thing you might want to do...

The paths are sloped in a way that they would not be suitable for walking. Why not displace the image map of the paths into the terrain? JUst a little would give a bit more detail.
Title: Re: Ticklers Pond
Post by: choronr on April 09, 2013, 01:06:49 AM
Quote from: DannyGordon on April 08, 2013, 09:52:29 PM
Quote from: choronr on April 08, 2013, 08:48:27 PM
You might consider adjusting (make darker) the 'diffuse' setting of the leaf.

Theres no leaf mapped to it ? There is a leaf tiff file in the folder but nothing is reading it. I need to open it in another session and test it
Maybe you need to extract the leaf .tiff file and put it in the folder with the rest of the elements.
Title: Re: Ticklers Pond
Post by: Dune on April 09, 2013, 01:40:49 AM
I think it's the translucency. Ah, I didn't read the last posts. If you have your leaf it might be solved, otherwise think translucency.
Title: Re: Ticklers Pond
Post by: Tangled-Universe on April 09, 2013, 03:36:22 AM
Yes I was thinking of translucency as well.
I suppose the "twig" shader is a texture of a thin branch with leaves attached to it, isn't it?
If that twig texture has the leaves, I'm pretty sure actually, then you could tweak its translucency.

I find that the majority of Silva3D and latest XFrog models come with translucency settings of about 0.9 which means 90% of the light passes through. We all know that's not the case in real life.
I usually set it to around 0.3-0.4, which is also unnaturally high of course, and then increase diffuse colour by 0.1 - 0.2.

You'll see that the tree will have more self-shadows and will look more 'volumetric'.
A little downside is that you'll need better GI settings to get some nice details in those shadows.
Title: Re: Ticklers Pond
Post by: DannyG on April 09, 2013, 05:25:47 AM
went to sleep before I investigated the tree, swapped it out for another variety for now. Will give the translucency a go this evening. Thxs guys ! 

@ Badger, path is made up of fake stones. In scaled them per Mr Lampost 1.8 figure so its got proper detail from this range. I will shoot some close up as soon as I get this plan view sorted
Title: Re: Ticklers Pond
Post by: Tangled-Universe on April 09, 2013, 07:28:07 AM
Nice and fine work Danny, looking forward to the next one :)
Title: Re: Ticklers Pond
Post by: TheBadger on April 09, 2013, 11:45:59 AM
Hey Danny, sorry, thats not what I meant to say. I see good details in the path. What I meant is that if the path was made from foot traffic, then the people who walked on it were not bound by the laws of gravity.

If you look at the left most part of the path that curves around the pond you will see that the path is rounded up like an "n" rather then beat in like a "u" and its also has a slope so that you could not walk normally on it.
It may be that up close this effect I see is not really there. But Its really the only thing about this image that I would (my self) change, otherwise I think its really great.

Also, when your finished, one thing you may want to try is applying a tilt shift blur to the image in PS as post work. I'll bet you it will look like a SUPER REAL photograph of a hand made scale model.

Just some thoughts your image gives me, thats all.
Title: Re: Ticklers Pond
Post by: DannyG on April 09, 2013, 12:40:20 PM
Updated, scaled a few things and moved that far red bush over a bit. Final from this perspective

Thats a good point Badger, thanks for that, I do appreciate it. easy fix, nice to have a second set of eyes on it
Title: Re: Ticklers Pond
Post by: Tangled-Universe on April 10, 2013, 07:08:34 AM
This is just beautiful Danny. I absolutely love it!

In case you'd like to have more detail in the underwater surfaces then you can increase the "ray detail multiplier" in the "render subdiv settings" node inside your render node. Set it from 0.25 to 0.5 or even to 1. This will add rendertime though.
To compensate for that you may consider using Dandelo's water masking method:
http://www.planetside.co.uk/forums/index.php/topic,8793.msg94182.html#msg94182
Title: Re: Ticklers Pond
Post by: DannyG on April 10, 2013, 08:11:44 AM
Quote from: Tangled-Universe on April 10, 2013, 07:08:34 AM
This is just beautiful Danny. I absolutely love it!

In case you'd like to have more detail in the underwater surfaces then you can increase the "ray detail multiplier" in the "render subdiv settings" node inside your render node. Set it from 0.25 to 0.5 or even to 1. This will add rendertime though.
To compensate for that you may consider using Dandelo's water masking method:
http://www.planetside.co.uk/forums/index.php/topic,8793.msg94182.html#msg94182

Thxs for the Link and comment Martin, I look forward to poking around this set, I see lots of nice POVs I can use. I appreciate the help as always
Title: Re: Ticklers Pond
Post by: Zairyn Arsyn on April 10, 2013, 01:14:46 PM
the last one i like a lot, theres a fishing pond up the road from where i live looks similar.

:)
Title: Re: Ticklers Pond
Post by: Jo Kariboo on April 10, 2013, 11:18:38 PM
Very nice !  :)
Title: Re: Ticklers Pond
Post by: DannyG on April 14, 2013, 01:23:51 PM
Thks guys. Closer look. Little thicker atmo
Title: Re: Ticklers Pond
Post by: choronr on April 14, 2013, 01:35:55 PM
You've turned a corner in your work Danny, this is fabulous. 
Title: Re: Ticklers Pond
Post by: Lady of the Lake on April 14, 2013, 01:50:50 PM
Oh, wow, I love this POV.
Title: Re: Ticklers Pond
Post by: masonspappy on April 14, 2013, 02:10:24 PM
Yes, this is top notch. Great job Danny!
Title: Re: Ticklers Pond
Post by: inkydigit on April 17, 2013, 03:37:24 PM
Spot on the money here, Danny!
looks fabulous all round!
J
:)