Planetside Software Forums

General => Image Sharing => Topic started by: zaxxon on June 18, 2014, 09:44:41 AM

Title: Tidelands
Post by: zaxxon on June 18, 2014, 09:44:41 AM
Here's my contribution to the +1 detail images posted of late. Detail 1.12/AA 18/ Mitchell-Netravali pixel filter. Reeds and Cattails from Dune, all other foliage created in Speedtree. All comments welcome.
Title: Re: Tidelands
Post by: archonforest on June 18, 2014, 09:48:39 AM
Beautiful render. I like it all ;)
Title: Re: Tidelands
Post by: Lady of the Lake on June 18, 2014, 10:00:47 AM
Wow, this is super.
Title: Re: Tidelands
Post by: Hannes on June 18, 2014, 10:50:13 AM
Wow, perfect!! Absolutely photoreal. I really like the subtle clouds in the background.
Title: Re: Tidelands
Post by: fleetwood on June 18, 2014, 10:56:00 AM
Beautiful render  :)
Title: Re: Tidelands
Post by: masonspappy on June 18, 2014, 11:11:26 AM
Good image. Sort of looks like a place where we use to go fishing.
Title: Re: Tidelands
Post by: kaedorg on June 18, 2014, 11:28:05 AM
beautiful , hope to see more like this
a place to stay for holidays  ;)

David
Title: Re: Tidelands
Post by: Antoine on June 18, 2014, 11:33:09 AM
Very nice work !
Title: Re: Tidelands
Post by: Kadri on June 18, 2014, 11:57:37 AM

Looks good.
Title: Re: Tidelands
Post by: mhaze on June 18, 2014, 06:15:03 PM
Excellent render great terrain and sensitively placed vegetation.
Title: Re: Tidelands
Post by: Oleg S. on June 18, 2014, 07:56:14 PM
Very well-designed image
Title: Re: Tidelands
Post by: Rocknugraphics on June 18, 2014, 09:22:41 PM
Stunning. Wtg :)
Title: Re: Tidelands
Post by: Oshyan on June 18, 2014, 11:16:59 PM
This is a gorgeous render overall. I love the subtlety, the realism of the lighting and colors (overall). I think the reeds seem a bit too light and lacking in shadows among them (maybe increase GISD Occlusion Weight, or reduce lightness of the textures with the multiplier). Other than that it's near photoreal to my eye. I continue to really love the Speedtree vegetation.

I think AA18 is overkill here, unless it was highly adaptive. The "high detail" posts that Matt made were suggested as an alternative to the "render double size and downsample" approach, and indeed I have verified that e.g. Detail 2, aa 8 is faster than detail 1 and aa4 at twice the resolution, with equivalent quality. Still in general Detail 0.8 is as high as should generally be necessary. In a case like this with the water in the foreground, Detail 1 may be helpful. Not to say that you will not notice a difference with Detail >1, but I would question the time/benefit ratio. Basically I would only ever use super high detail if I saw a render issue that I hoped to eliminate (such as noisy surfaces).

Anyway, very nice work. :)

- Oshyan
Title: Re: Tidelands
Post by: choronr on June 19, 2014, 02:29:54 AM
This is an inspirational image done to near perfection. Work like this is what keeps us moving on to create better images. Fine creativity here.
Title: Re: Tidelands
Post by: Dune on June 19, 2014, 03:15:02 AM
Very fine render, Doug. I love the subtlety.
Title: Re: Tidelands
Post by: zaxxon on June 19, 2014, 07:53:36 AM
Thanks for the all the positive comments, much appreciated! 

Oshyan: The time differences in the test renders between .8 and 1.12 were about double, still there are gains to be had especially in the near water (to my eye). I could have pushed the contrast in post and improved the look of the reeds, my error in hindsight; they really are exquisite models and put the ST store Cattail  models at great disadvantage. Ulco has created some truly fine objects and I'll look forward to the resumption of the NWDA and their renewed availability.



Title: Re: Tidelands
Post by: DannyG on June 19, 2014, 09:28:25 AM
Very nice rock formation, excellent work
Title: Re: Tidelands
Post by: zaxxon on June 19, 2014, 12:42:25 PM
Thanks Danny. The rock formations are two inverted crater shaders with lateral displacement. Some techniques from Geekatplay's latest TG Tutorials, highly recommended.