Some work on procedural vegetation (heather+ grasses) yielded this.
Looks fine to me!
Just a few parts with rather sharp edges are not as convincing as the rest,
but that's a minor thing I'd say.
Beautifull !!! :)
Pretty ! :)
Sweet!
Love the trees. The grass seems a little tall in relation to the trees?
Hi Ulco,
I like this a lot. Really enjoy seeing the tundra scenes in this forum. And this one here is great.
Would it be possible to use a "peat moss" object to cover the ground in the fore area? Not sure if peat moss is the right plant, but it should be something like that. As it is, the procedural work is looking good, but it needs to be covered with a 3D Veneer... Maybe rather than a billion individual plants, some kind of "carpet" of moss can be made and somehow commanded to follow the contours of the surface????
Hmmm, Oshyan, feature request!
A way to make blankets of plants, and get them into terragen so that they lay flush with the surface contours of the planet. Like dapping a cloth over an orb... See what I mean?
So one object that covers an area of surface, but conforms rather than sits flat. Think rolling out some sod in your own yard.
You're right about the grass, it's too tall. I simply dumped some internal grass into it, but could better have taken some specialized veggies. This was merely to try getting the heather displacement and grass bumps believable.
It would be nice to have something low poly to carpet ground, like the grass object, but leafy. The problem always is that if you make a larger patch it won't follow ground too well. You need small patches, hence lots of instances. And repetititititiveness lurks.
I think you could do something with a plane/planet/sphere following the same contours as the ground, slightly elevated, and slightly displaced extra, with some procedural veggie-like dots and colors, added to a default shader, so you can have it semi solid, if you get my point, using the opacity tab.
Wow, this second image is a like a believable photo. Outstanding atmosphere and vegetation coverage. And, the first image is very good as well.
That *is* a photo. :D
Badger, what you want is called "using a ton of instances". ;) I've successfully done a couple hundred million with only 12GB of RAM, so...
- Oshyan
lol Yeah, I know. I would like to read more about how you keep the memory use low though. As you have seen from me, I do tend to run into issues, at least with my own models.
I have to guess that the example your referring to must be low polly, or some kind of clever way of doing it?
And I should admit I have grown a little lazy and impatient with loading reloading populations and waiting for the populator.
Just throwing in one object that covers a few meters does sound nice
No, not low poly at all. In fact the number of polygons of the object has I think a rather small effect on the number of instances you can have (within reason; a multi-GB object would certainly be problematic). "207,360,000 objects of 412,954 triangles each, 85.6 quadrillion total triangles, rendered with 12GB of RAM" http://planetside.co.uk/component/content/article/7-news/2-23-released
"
Frankly I think you've just had some bad "luck" with some of the scenes you've tried (particularly the labyrinth; populations weren't an option there since you needed unique models of ivy to properly fit your walls). Taking good advantage of instancing for memory savings requires using the fewest number of populations possible. To get variety, use scale and rotation transforms, with color variation being a particularly helpful new addition in TG3. Intersperse some much lower density variation models and you should be good. But using large, ~1GB models is going to be problematic regardless.
- Oshyan
Sorry for the misunderstanding, Bob, it was one of the reference photo's I used.
Quote from: choronr on November 19, 2013, 11:50:54 AM
Wow, this second image is a like a believable photo. Outstanding atmosphere and vegetation coverage. And, the first image is very good as well.
Ha! don't feel bad, i thought it was TG. too. I said to myself "damn! Those guys are good!" ;D
I can get get some good reference photos of tundra if anyone wants.
Well, thanks for offering, I would welcome some photo's. For my museum wall I will need to make a stretch of terrain between Eemien and Weichselien; the time that woods disappeared for tundra, and later, when the ice retreated became (birch)woods again. So if you have some photo's that would reflect that era, I'd be happy to see them.
Ulco,
I have a few pictures I took this fall when I drove south to the Kenai peninsula. I was actually thinking of your work when I stopped to snap the pictures. You can see why I get excited when I see some real tundra being created in TG.
I'll put them in a Dropbox.com folder. I will need to get an e-mail address to send an "invitation" for you to get them. Let me know if you can access Dropbox.com.
My e-mail is:
(edit: dropped the e-mail at Ulco's suggestion. PM me if anyone needs contact.)
Here's a low-resolution copy of one of the shots for everyone else. These are just for reference only. If they are used in publication, I will need to give permission and get some kind of beer as compensation.
I'll check around for some pics of birch trees.
Cheers,
Russ