Well, you may, but you may end up with some crashes, as I did. Cave based on an inverted displacable object. Take a cube or sphere, give it some negative values for size, some displacement (works inverted, keep that in mind), and render. I reported the crashes as a bug, but it would be nice if this worked all the time.
Uhhh... turning my mind inside-out. :D
- Oshyan
The cave is fantastic! Great idea. But there's something about how the wrecked car and the lady are lit. It looks somehow flat and the lady looks a bit like photoshopped in. I hope you don't mind me nagging! ;)
Light transmitted perfectly.
I like it.
The only think that bothers me is the same as Hannes asked already.
Now why didn't I think of this...good thinking Ulco.
This is incredible.
I had to look at this image again and again. I'd love to see moisture on the walls and volume light.
It was a test and I dumped in these objects for the time being. Not very good, I know. Lighting is difficult in a confined area, so to the local lights I added a no-shadows sun below and one above, just to add some light on the walls. But that also lights the person's soles, and the car is horrible anyway. Also, in this version the sun is still out left, so you get a strangely lit area.
There are issues though; TG crashed all the time, and this was the only one that succeeded. I had a water area inside as well, but the reflections from the entrance don't work properly either (because the entrance is cut off the object by a masked opacity tab in the default shader, and the reflection won't be calculated taking that into account, apparantly). Crashed on the water plane sometimes anyway.
But I was hoping to make an interesting cave with a leveled path at one of the sides (then without the flat planet as bottom), or a stream in the center, etc, etc. Maybe I'll get back to this.....
Cool experiment.
Lighting caves and the like is always a problem and in most cases
you either lose realism or visibility of features it seems.
Had a nice effect once with 2 reflective shaders,which produced an
outlining just to find that it got almost completly lost as soon as it
was rendered bigger.
Ah, I see. Do you think TG crashes because of your cave setup or for other reasons?
How good is TG's GI environment light? Could you use one regular sun shining into the cave somewhere and crank up the environment light strength on surfaces? Maybe bounce to the ounce needs to be higher as well?
It's probably crashing because you're creating an impossible shape, inverting the geometry and doing crazy things. ;) Nice that TG *lets* you do this, but sometimes unexpected results, eh?
GI could potentially light up the cave realistically with high-ish settings, but unless there's another break in the cave wall to our right, the lighting here is not realistic. It would be very dim that far into the cave.
- Oshyan
Cool looking cave interior.
Rendering inside a negative radius displaced sphere was the method I used on Brood, but I don't recall any crashes.
http://www.planetside.co.uk/forums/index.php/topic,17451.msg169191.html#msg169191 (http://www.planetside.co.uk/forums/index.php/topic,17451.msg169191.html#msg169191)
I wouldn't mind having my computer set up in a place like this. Nice work Ulco.
I got a few rendered now, but as soon as I added a lake or a reflective object, TG crashed again. I will try again, though. And have another hole on top, maybe, for some light and a guy on a rope coming down ;)
ooooh this last one it sweet. 8)
I really like the last 2................ :)
Holy cow, that looks mindblowing!
Nice place for your knights, Hannes!
Oh yes! Looking for the holy grail!
love this cave; the light is very impressive, well done :)
The last two are amazing - wonderful light.
Quote from: Dune on August 29, 2014, 02:49:42 AM
Nice place for your knights, Hannes!
O K....I'm crying "Uncle"....how the heck do y' get the holes Ulco? been tryin' since y' first posted and I'm just not getting it.
These last two are fantastic!
There's one hole and, like I said, it's masked off with a simple shape (white is quite the whole object, black the part that you want to cut off) and a black default shader's opacity tab. Feed that default into a surface shader and add all stuff as a child there.
Quote from: Dune on August 29, 2014, 11:10:09 AM
There's one hole and, like I said, it's masked off with a simple shape (white is quite the whole object, black the part that you want to cut off) and a black default shader's opacity tab. Feed that default into a surface shader and add all stuff as a child there.
Ulco...I think I've done what you indicated but get the small render.
Everything is accurately labeled in the image...can you spot my error?
Totally baffled by this.....
That's just freakin' amazing :)
Did you give the object negative sizes, and did you make the mask white where you want rock and black where you want a hole?
Here's a simple setup, but beware, it's very prone to crashes.
Quote from: Dune on August 30, 2014, 02:52:55 AM
Did you give the object negative sizes, and did you make the mask white where you want rock and black where you want a hole?
Here's a simple setup, but beware, it's very prone to crashes.
Believe I did....will check what I did against your .tgd....thought I followed the plan...we'll see....thanks Ulco
Thank you Ulco.
Awesome stuff Ulco... A Terragen spelunker you are!
:)
Any one having success with this...I can load Ulco's .tgd fine but if I modify it at all or simply replace the Sphere with a Displaceable Cube I for some reason can't get the opening SSS to work....perma brain cramp here with this....
Better stick with the sphere, as the corners of the cube, even if soft, may react diferently to displacement.
Just crashes for me.
Matt is working on it, and it seems related to the sizes, that's all I can say atm. If you make it a uniform sphere again, you might get away with it. I'm sure it'll be resolved.
Nobody?
OK, here's an easy way out.