Testing the rendering out of Terragen
I like it. What was the fighter rendered in?
Matt
Cheers,all in Terragen, rendered out layers but not much tweaking, only bumping up the spec a bit and blurring around nozzles for basic heat haze.
haven't seen a tom cat in a long time. Cool image.
Should be able to change that! Cheers.
Really cool!
Thanks Doc. :)
Twin shot.
looks cool!
Great! really convincing.
Very nice layout, but IMO you need some more definition/texture/colors in the rock.
You will have to do an animation for sure. If you you do, the terrain could be so blurry that more detail may not matter.
Cheers, was really just a test to see if I could get the 2 jets into a scene. Yes agree the rocks need some type of shader work done on them, even a camera projection would have worked well. Spreading my self to thin, project has blown into a monster. Have some trial animations will load them soon.
Animation test.
Looks great.
Well, in this case you hardly need more work on the rocks ;) Terrific, especially the exhaust gases! How did you do that, post?
8) 8) 8)!
Wow, that's really good!!
Cheers guys. The exhaust smoke was done in AE repeated the layer a couple of times, hand rotoed the shape I needed and added blur and turbulent displace to it. The hot exhaust was hand done eyeballing key framed same technique.
Great work!
Great fly thru test...problems well solved....
May need some color variation.
Yes, and some diferent displacement here and there. Why not add a billowed fractal, masked by a larger billowed fractal, and possibly a masked strata shader. And then some color variation.
Thanks I'll give it a shot. Haven't had a lot of luck with the strata always ends up looking a little mechanical. Color variations are you talking the dreaded "Blue nodes"...
Ulco, great suggestion, played around with the billows, much prefer the look. The right side happy with, the left is a little random but the may crop out will do a animation test and see how it plays out. Thanks for the input.
The second one looks good.In motion even better probably.
Yes, looking way better. Color variation is just a stack of no displacement, single color fractals (added as child to a surface shader), or a stack of decreased-percentage surface shaders with rocky colors, masked by some fractal and perhaps with slope and height restraints.
You may want to restrict the finer (rough) displacement to certain areas of rock by masking those small fractals.
Well, I made you a small and quick variation setup. Millions of ways to do things.
Excellent, thanks, yes found the need to break up the finer texture. It starts to look a little over the top with too much of the granulated look.
Quote from: Dune on December 14, 2015, 03:01:53 AM
Yes, looking way better. Color variation is just a stack of no displacement, single color fractals (added as child to a surface shader), or a stack of decreased-percentage surface shaders with rocky colors, masked by some fractal and perhaps with slope and height restraints.
You may want to restrict the finer (rough) displacement to certain areas of rock by masking those small fractals.
Well, I made you a small and quick variation setup. Millions of ways to do things.
great tute...off to figure this stuff out...thanks Ulco
Quote from: Flythru on December 07, 2015, 11:01:52 PM
Animation test.
Bank hard3.mov
Very good animation. The dynamics in this feel realistic.
Matt
Cheers Matt. Concentrated on the mass quite a bit, so when it changes direction there is some inertia taking place. the little twitch at the end wasn't quite as subtle as I wanted, so goes on the must fix list. Having some form of secondary rotation on the stabilizers would be good to.
wow I missed the animation file till now...It look great and pretty realistic. Great job here. Would be nice to see a longer anim :D
Quote from: Flythru on December 07, 2015, 11:01:52 PM
Animation test.
Yes, this is incredibly well done. Very realistic movements. Event he slight wobble at the end of the bank.
Cheers