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General => Image Sharing => Topic started by: alessandro on July 28, 2014, 05:23:43 PM

Title: Australia
Post by: alessandro on July 28, 2014, 05:23:43 PM
Another project done for fun, in a 3 hours spare time I had. Started with a ZBrush plane, modeling a rough shape of the cliffs, and exported the .exr vector displacement map.

Back to Terragen, applied some displacement (especially lateral) and color nodes, toning all very red as I love those australian outback pictures so much. Used painted shaders to create the pond depression and masks for the plants pops. Populated the terrain with bushes, a red gum tree, some ferns (not appropriate I know), put some fake stone shaders and placed to Kangaroos OBJ's exported from DAZ Studio. These last where rendered to gather water reflections, and have been used as reference later, when I replaced those with the DAZ+Look at my Hair furred models counterpart (which BTW don't make much of a difference at that distance, as hair are barely visible).
Waterfall modeled and rendered in ZBrush, and composited over the TG render later.
Here attached the images from the initial terrain, the waterfall mesh, how the TG node interface looks, and the final composition. Thanks for looking.
Title: Re: Australia
Post by: bigben on July 28, 2014, 05:59:43 PM
That's a very nice image, especially for 3hrs. Thanks for the background on the creation.

My only cries are related to plants. Unfortunately most "Australian" tree models don't have the randomness in branch direction that is so typical of our trees, but that's not your fault  ;)  Took me a while to find the redgum because I was expecting to find a mature one, although it would have looked out of place here. The distribution is the only other thing. Wherever there is water you will expect to find a lot of trees, and the bare tops of the rocks would only have very few.  The white mallee is possibly a better alternative to the ghost gums you'd expect to see and it's free at the moment http://xfrog.com/product/OC49.html (http://xfrog.com/product/OC49.html). Maybe just lighten the trunk so that it's nearly white.

I must get around to learning xfrog one day
Title: Re: Australia
Post by: Oshyan on July 28, 2014, 06:01:01 PM
Great workflow outline Alessandro, thanks! It's a very nice final image, I like the cliffs and texturing, although I think there is a bit of an odd mix of smoothness and cracks that I think looks a bit unrealistic. If you can use more procedural displacement on those cliffs while keeping their basic shape and character, that would enhance the realism I think (if you're using the displacement map as I imagine you are, then this should not be a big difficulty). The waterfall from Zbrush gives a good basic particle flow structure, but woudl also be enhanced by some cloud-based mist in Terragen, I think. You mention how the Daz-rendered kangaroos don't look much different from the TG ones in this case because of the distance, and I'm just curious if you have the TG-rendered ones for comparison.

Overall a great scene already and like I said it's great to see the workflow breakdown on it.

- Oshyan
Title: Re: Australia
Post by: TheBadger on July 28, 2014, 07:38:18 PM
Well I like it too. I understand and agree with the comments about realism. But to me this image read right off as a high quality kids animated movie more than an attempt at a photo.

Im waiting for a bird to fly in and yell to the roos that the coyotes (or whatever) are raiding the grass lands again. Whereupon the roos look at one another and frantically yell "Joey!" Refering to their adventurous but slightly naive young son.

But we need http://www.alembic.io , and wind for this. A few other things too I guess.  ;)  ;D Just do it.
Title: Re: Australia
Post by: Dune on July 29, 2014, 02:29:02 AM
Thanks for showing this, Alex. I very much like it, but agree with Oshyan about a little more fine displacement on the rocks. Did you need the gradual transparency for this render?
I wonder if the waterfall can be done differently, in TG I mean. A combination of a semi transparent plane, vertical cloud column and a pop of stones as water would very well be possible, though it might even be more work.
Title: Re: Australia
Post by: bigben on July 29, 2014, 02:44:24 AM
I'll have to disagree with comments on the mix of smoothness and cracks. It's been a while since I've been to the outback but they look pretty believable to me.
Title: Re: Australia
Post by: Dune on July 29, 2014, 02:46:22 AM
Yes, maybe you're right, on second glance. And you're the Aussie expert!
Title: Re: Australia
Post by: mhaze on July 29, 2014, 04:00:58 AM
Great image - I might soften the cracks a little but looking at climbing photos of the area they are pretty close to the real thing.
Title: Re: Australia
Post by: alessandro on July 29, 2014, 06:35:48 AM
Thanks for all the comments and suggestions.

@Oshyan: I meant to create just a sort of water leaking through a hole, rather than a real waterfall (even if I gave that definition), so that is why I didn't put some mist down there. About the kangaroos rendered in TG, here is a cropped render, but as I mentioned earlier no fur on these, as I used those just for placeholder reasons. I'll probably see if I can rework some displacement on this, but no promises as there is never enough time to do things as I'd like to :)

@Dune: yes I wanted to see if I could use a water shader efficiently with a mesh such a waterfall in this case. After many attempts, my answer was no. I wasn't able to create any reflective, shiny and "wet glossy" look on the waterfall mesh. I'm not sure if one can create a network of nodes to simulate such, but the water shader itself takes ages to render, and I hate time ticking :)
I'd love so much to see the TG renderer being able to handle a higher variety of materials that don't fall into the category of terrains and partly water. Say I'd like to get some proper SSS, more "modern" shiny and complex shading capabilities (see for example what ZBrush, Keyshot, Maya itself are able to accomplish), so that all kind of surfaces can be replicated. Dreams, I know, but it doesn't hurt to share thoughts. And along with SSS of course backface lighting so that finally leaves look good also close to camera (again, even playing with specularity maps, I've never been able to get some glossy, shiny look on leaves that need strong highlight areas). And my wish list would go on (transparency on OBJ's, displaceable OBJ's, multi-type populator node and so on...)
In any case, here attached comes the waterfall OBJ, in case anybody likes to try: http://www.alessandromastronardi.com/xp/waterfall.obj.zip (http://www.alessandromastronardi.com/xp/waterfall.obj.zip)

Thanks to bigben for the hints about the australian vegetation (I had already the idea that not all the plants used were coherent with reality), and all the other folks as well.
Terragen is an excellent application, and I'd love so much to see more features coming in regularly and more often so that it could become a complete suite capable of serving multiple purposes.
Title: Re: Australia
Post by: archonforest on July 29, 2014, 09:03:19 AM
Great image and many thx for the waterfall object. I really like the colors and the lights/shadows of your picture ;)
Title: Re: Australia
Post by: Dune on July 29, 2014, 09:38:18 AM
 I might try to have a go at believable water....but, direct import of your waterfall doesn't show any part(s).... Can that be?
Title: Re: Australia
Post by: mhaze on July 29, 2014, 09:39:39 AM
I've just downloaded it and it unzipped ok.
Title: Re: Australia
Post by: Dune on July 29, 2014, 09:40:37 AM
Yeah, unzipped okay, but no parts in TG.
Title: Re: Australia
Post by: alessandro on July 29, 2014, 09:50:26 AM
You are right, it seems like the OBJ is not read properly. I resaved it and tested in TG, it now works. Same download link...
Title: Re: Australia
Post by: mhaze on July 29, 2014, 09:58:01 AM
Run it through Poseray and add a material
Title: Re: Australia
Post by: Dune on July 29, 2014, 10:20:40 AM
Thanks, Alex. I'll have another go. In the meantime I was experimenting a bit with a pop of tiny rocks on a near vertical (invisible) plane. You can get some sort of droplets/particles falling, but the hard part is indeed the transparency. You may be able to get away with that in distant shots, and only use reflectivity. Another option may be to use reflectivity in combination with a default shader with a tiny fine opacity distribution, so that half the droplet is invisible, the other half reflective.

Just spent half an hour or so experimenting. This is the result. I might do this better...
Title: Re: Australia
Post by: Mahnmut on July 29, 2014, 10:51:01 AM
I have sadly never been to Australia,
but I believe this combination of smooth and cracked surface, so strange for non-australian eyes, is typical for at least some of the more burnt ancient types of rocks there. It reminds me of some boulder opals matrix, just imagine the cracks filled by multicoloured gem. Nice.
Title: Re: Australia
Post by: alessandro on July 29, 2014, 12:00:53 PM
Quote from: Dune on July 29, 2014, 10:20:40 AM
Thanks, Alex. I'll have another go. In the meantime I was experimenting a bit with a pop of tiny rocks on a near vertical (invisible) plane. You can get some sort of droplets/particles falling, but the hard part is indeed the transparency. You may be able to get away with that in distant shots, and only use reflectivity. Another option may be to use reflectivity in combination with a default shader with a tiny fine opacity distribution, so that half the droplet is invisible, the other half reflective.

Just spent half an hour or so experimenting. This is the result. I might do this better...

That looks already way better than anything I was able to achieve.
Title: Re: Australia
Post by: kaedorg on July 29, 2014, 12:38:09 PM
Nice work on waterfall.
Ulco I would uncheck cast shadows on waterfall object. Much too dark and unrealistic.
I guess a painted shader could replace the illusion of the soft shadow of the waterfall.

David
Title: Re: Australia
Post by: Dune on July 30, 2014, 02:33:28 AM
I don't want to hijack your thread, Alex, so I keep it short and shut up then. You're right, David. But soft shadows will produce better results and/or a mix of 2 sets of the waterfall. I have a slider in the default shader for opacity, when down, less stones/drops are visible, so they produce less shadow. The second set could have shadows turned off, and produce full stones/drops.
Title: Re: Australia
Post by: alessandro on July 30, 2014, 08:28:14 AM
Quote from: Dune on July 30, 2014, 02:33:28 AM
I don't want to hijack your thread, Alex, so I keep it short and shut up then. You're right, David. But soft shadows will produce better results and/or a mix of 2 sets of the waterfall. I have a slider in the default shader for opacity, when down, less stones/drops are visible, so they produce less shadow. The second set could have shadows turned off, and produce full stones/drops.

No problem Ulco, keep going, as I believe this is interesting notion for everybody.
Title: Re: Australia
Post by: Dune on July 30, 2014, 09:57:12 AM
OK, thanks. One more. Two sets of rocks with a bluish color, opacity regulated by small PF, added a reflective shader (no RT), pops masked by a soft simple shape which is also used to color the terrain where the fall is a bluish color+ reflection, half coverage, only at steep areas (slope restriction). The rocks sit on an invisible plane which is fed by the same displacement as the terrain, be it with a few minor additions (river/fall area on main terrain a bit down, on plane a bit up to give the rock pops a rounded top).
Oh yes, and I wanted a hole behind the fall, so I used the painted shader to vdisp that area, and use it as mask to not give that area of the fall the water color.
Title: Re: Australia
Post by: ra on July 30, 2014, 04:34:09 PM
Wicked work here!  ;) Great one.
Title: Re: Australia
Post by: TheBadger on July 30, 2014, 09:27:00 PM
Though technically speaking I think its impressive that people have managed to make waterfalles in TG, some even having a hint of realism and naturalism. To be blunt, I think that the only time they look even sorta good is from very very far away.
Really I think its clear that TG just can't do waterfalls with any dignity yet... Sadly.

Using other programs is really the only realistic path forward on this IMHO. Realflow is $99 guys. Just not for commercial use.
Title: Re: Australia
Post by: choronr on July 31, 2014, 02:02:57 AM
An exceptional image Alex; and, a very informative thread.
Title: Re: Australia
Post by: Dune on July 31, 2014, 02:47:19 AM
I thought you were the one 'complaining' about having to use all these programs for one effect, Michael  ;) I know you're right in a way, but with more experimentation, we might get better results AND get the ideas to the staff, and plugin makers. So one day, there might be a shader that will hold these ideas and you only need to click a few times and have your waterfall (in one terrific program).
Even what I just made can be made much better, I'm sure, mine was just a quick setup. Perhaps by using fake stones (which can be displaced better than pops of stones), and having them separate from the plane they are displaced from by a default shader's opacity. So I must urge you all to keep experimenting.
Title: Re: Australia
Post by: Cocateho on July 31, 2014, 06:08:42 AM
DUUUUUUUUDE... that looks awesome, nice work!