For a possible commission I have to make an image where the ice (last big ice age) retreats, leaving morenes, and lots of rocks. Reindeer is perhaps a bit early, but nice for size. I thought I'd do some pre-work.
Next will be a distant glacier added.... I think streams of water will also be needed, but that's probably image mask work.
That looks already fantastic!
I only need to find a way to get horizontal strata in the ice... really horizontal, not bent with the displacements (and then tilted a bit). There is a way, but I have to refind it.
Pulls up a chair.............. :)
Actually i already like it as it is Ulco.
Maybe not from a composition state so much, but as a realistic shot from a Hellicopter for a NG documentary :)
Very nice already! :)
i think it looks great already dune!
i like the little horizontal cracks in the mid-bottom area of the image.
I am also wondering if it would be possible to 'smudge' circular patches (by low noise octave PF) in one direction procedurally, so the 'circles' stay intact, but a soft 'tail' is added.... so back to the drawing table.
Added the glacier. Detail 0.8 AA6 45 mins.
Cool... quite literally. ;) Some good work done with these stones/boulders. I am also a big fan of this surface fog effects.
Reindeer is, as Teddy bear, left alone...
Nice as always Ulco. Great one.
David
Thanks, guys. As a matter of fact, after the retreat of the ice, the reindeer came, and this one is a scout.... the rest are waiting more to the left ;)
Both of them outstanding renders! Great lighting. :)
outstanding as always, Ulco!
:)
Another great image Dune.
Great mood set with the light and composition, although I fear for your lone reindeer...
Great image, I'll be curious to see the final one!
i just noticed the raindeer, before that i couldnt get a sense of scale, now i do.
the last render looks great.
Some variations, and closer views of the ice. Looking for improvements (as always). Got one of the XOIOguys on top to scout ;)
I have a problem getting the (ice) color off the fake stones, even with smoothed on (which has unwanted effects, like smoothing :D ), there's still some translucency and white on the sides and bottom of the stones. Mighthave to go with a pop of rocks...
There's a reindeer in the last again (thanks Michael!).
Ice in the 1st and 3rd images of the latest batch is surprisingly convincing. As you probably know from reference shots glacier ice at this age and scale is not usually very transparent or translucent, so it works well even with standard surfacing. The shapes are the most interesting and impressive part I think, very glacial.
- Oshyan
Thanks, Oshyan. I was quite pleased with the results. First had these warped strata without grain, later added a small fractal, as you can see. Also warped the top ice in the direction of the flow, but that can be better. The middle one has a different (lower) displacement, hence its smoothness. I like the other ones better as well.
WOW! Jaw dropping stuff man!!! I love it ;)
But still looking how did u put those lines on the mountains. Guess u are not using textures....
Great! Nevertheless some subtle blueish translucency would be fantastic. One more reason to implement sub surface scattering, right? ;) ;) ;)
Right!
The lines is a X and Z stretched (100x) fractal (sizes 1/6/0.1) masking a colored surface shader set to half coverage, but first warped a bit (by warp shader+vector displacement shader+PF), after adding a XYZ shader in the line of surface shaders.
Sweet!
I like the first and second image the most too.
I don't think he wants blue translucency, but rather blue/greenish recesses in the cracks of the ice, especially around the bottoms of the structures.
That's an interesting thought, Greg. This might be too bluish overall, so I'll do some adjustments. See if I can get the bluegreen to adhere to crevasses.
I added some caves as well, but they might be too much... have to keep it subtle.
This is what I was thinking of. The color seems to manifest itself mostly in the shadow and crevice areas. Where the sun hits it tends towards white.
[attachimg=1]
It seems like the light is scattered in a 'very blue way' in the shadows. Maybe something to do with refraction on the ice? How can we make shadows blue locally... have to try that.
I had this as ref.
Its really interesting, Dune. Looks good too.
Fantastic work. Colour in the shadow would be great for rock texture too - if you can sort that it would br a great step forward!
Another generation of enthusiasm ...watching and waiting to see the evolution of evolution.
Testing another setup now (nad also thinking about mud and raindrops falling), too many ideas but no time....
Quote from: Dune on March 19, 2014, 12:56:06 PM
It seems like the light is scattered in a 'very blue way' in the shadows. Maybe something to do with refraction on the ice? How can we make shadows blue locally... have to try that.
GI Surface Details is capable of simulating this, to some extent. The brighter a surface, the further the light bounces in the shadows (or you can think of it as absorbing less light). A pure white surface will appear to be completely unaffected by GISD because any ambient light that is blocked is replaced by ambient light scattered in by the blocking surfaces. This works separately on each colour component (red, green and blue), and this is where it gets interesting. If the blue component of your surface colour is 1 (or 255 in the colour picker), GISD will not darken the blue channel at all. If your red and green components are slightly darker than the blue, the blueness will be exaggerated in the shadows.
Matt
That's interesting, Matt. But you say, red and green are darker, so not less? Or do you mean less? All I can do is make the color 'bluer' this way.
I've just colored the crack displacement shader in the meantime, and that makes the cracks bluer allright. Still have to render it though.
Ideally you probably need a subsurface shader that can be modulated with a power fractal.
amazing as always Ulco!
what about these blue stripes?
http://goo.gl/jrguCB
:)
J
Well, you can fake it a little. Haven't got much further than this, at the moment. There are some incredible icebergs, nice collection you found. Enough inspiration....
That's the idea for sure.
Nice work on the ground surface and you had a concept for this which helps. tundratest-v5-2 is a really good render because it has a nice POV and composition.
Ulco,
Congrtulations! I love this!
The blue in glaciers is not so much a function of shadows, but it is actually light penetrating the ice and reflecting back out to our eye. Blue light is not reflected back by the surface like the shorter wavelengths. The glaciers are actually glowing from those deep cracks.
I was thinking of a level of transparency to simulate this. A modified water shader? A light source under the surface?
Here's a pretty one:
http://media.arcus.org/album/polartrec-2011-jim-pottinger/13486
Russ