Nothing too difficult here, a simple panorama, but I have still to work on the clouds and despite the fact I did put some color variations for the leaves I don't see the effect here, I don't know why. I used a power fractal through transform input shader connected to the leaf colour function, is that the correct solution ? I didn't want to use the tint diffuse colour since I don't want the colour trunk to be changed.
In this one I have experienced many crashes during the grass population stage, perhaps too many instances. This is why I didn't place vegetations on the far distance mountain.
David.
First of all: great image!
And no, it's not the correct solution. Using your way each leaf will have the very same color variation, which won't be visible in the end from that distance.
The tint diffuse color function is the only way to get some overall variation. If you have enough RAM you could create another identical population of the trees (don't forget to use the same seed number!). In one pop you set the opacity of the leaves texture to zero, so that only the trunks show up. In the other population you set the branches' shader's opacity to zero. Only the leaves will be visible. Here you can add the color tint function.
Btw the trunks could use some more texturing. They look a bit grey.
Very nice scene. The foreground in particular looks great. The fog seems a bit grainy to me (especially on the right hand side there seem to be some speckles). Also the sky color may be too saturated?
I have to disagree on color variation solution. Very possibly only your scales of color fractal may be off.
A power fractal connected to a transform shader with World Space checked can be connected to the color input of a leaf part very successfully to cause color variations throughout the leaves of the population.
Here is an example render using one power fractal in world space on a plant that has one leaf part. Shadows are turned off and light from the front to better illustrate the color variation.
As usual the scale of the power fractal needs to be correct. If the fractal scales were very small then all leaves would be much the same but if the scale is made bigger the variations become clear. In this case the fractal scales are 0.6, 31, 0.1
Thank you for your help !
Yes the PF variation colour scale was correct (relating to the scale of the scene) but there are 3 different ages for the trees here and I simply forgot to use the PF for the 2 other older ones.
Great picture and interesting thread.
I totally agree with Fleetwood.
Even for single trees, it can be very important to use this method.
Here is an example with a Xfrog Maple.
Left side : PF used
Right side : original tgo
Of course, colours in PF can change as any effect you wish to give (green and orange here).
David
Wow, I wasn't aware of that. So the color tint function is just a simplified way of using a transform shader with world scale checked before the color function?! Cool!
A really very good thread!
And your image, Antoine, Great!
And it will be even better if you check these possibilities with color variation.
Perhaps aditionaly you can look for a less saturated color of the trees in the foreground.
Here an update.
I have changed the atmosphere, the sky that was indeed too saturated, new clouds, fixed the water fireflies problem and add some basic variation colour to the trunk.
David.
Beautiful image that's for sure
Indeed. Very nice colors and great atmo.
Has a bit of everything and a Garden of Eden quality.
This last one finally. I was still not happy with the sky. It is more contrasted here and looks more "morning like".
David
Quote from: Hannes on July 17, 2015, 04:34:10 AM
Wow, I wasn't aware of that. So the color tint function is just a simplified way of using a transform shader with world scale checked before the color function?! Cool!
Not quite the same, because the population tint function gives every part of an instance the same tint, which can't be done any other way.
You can combine the two methods if you like.
Matt
Just one more improvement. Variation leaves colours was not noticeable enough until I found why : I just deleted the leaf image so that only the variation colours can be seen. I think it works very well here and gives much more realistic result.
David
Not bad. Really good tree distribution.
Very Nice final.
I should have said that when a variation color (like a red orange for example) is used, I find that most often the diffuse color setting in the default shader of the leaf image has to be set to full white, 1.0 or even beyond full white like 1.5 or more. It probably depends on the darkness/tint/saturation of the leaf image file itself. Xfrog images usually seem to need a lot of boost. Dueling tints in some cases.
Great thread, thanks for all the participation and commentary.
Super image and interesting thread.
Nice tree colors in the foreground now. Good work.
Really good! Quite an improvement.
Like it!
Wow, this turned out pretty. Love the trees now.
I love this. Sure you could tweak things all you want but this already has a great feel to it. Only thing is I wish it was a higher resolution but that has to do with your system and your patience, not the scene ;)
I like it too.
Thank you all !
Yeah, there you go! Getting rid of the uniform color does wonders! Lovely final. 8)
Well done... big LIKE!
Nice image David.
I like the foreground to the mid ground especially.