vegetations: Silva 3D and XFROG
Nice image.
Excellent!
The thumbnail looked almost photographic. This is a very good example of vegetation distribution and color. The rock strata looks nice along the upper peaks as well. The tree lighting looks slightly off but it may be just on my end. It seems rocky mountain-like overall.
Yes, it looks very realistic. Beautiful image!
One thing, I don't think these boulders would rest on these slopes for long. Looks quite dangerous! ;)
Looks much better in this forum than the FB display...once again, beautifully composed....but I have to side with Hannes on the boulders...the whole scene was so overwhelming I failed to notice/focus on those. Maybe with decreased height and more pancake-ing they'd seem more entrenched in the ground.
I agree about the loose rocks. Or they should be part of a collapsed slope of debris if you can paint that in. I also think the large tree on the left is not on par with the quality of the rest. What if you get rid of that?
Quote from: Dune on June 21, 2016, 08:25:10 AM
I also think the large tree on the left is not on par with the quality of the rest. What if you get rid of that?
or as it seems to be part of a population set it to Ultra quality(slowest) and it should help.
True, the stones would be built up as rock talus more at the base of the mountain. A minor deal.
Thanks all for suggestions. All the trees are in ultra quality (slowest). For the trees at left it probably just a bad quality tree.
Perhaps the rocks deeper in earth... But in general: Very realistic!
Quote from: DocCharly65 on June 22, 2016, 01:27:58 AM
Perhaps the rocks deeper in earth... But in general: Very realistic!
Thanks DocCharly65!
I like the idea of the fake stone more deeper in earth, but I have no idea how. ???
Do you have a sollution? For objects is easy but for fakes stone I do not. Thanks
I am not sure but perhaps it could have to do something with the height and the pancake effect (I can't look for the correct node at the moment - sorry)
My personally trick if I don't find other solutions would be to retouch with plants... ;)
I had a little luck using FSS as a child of a surface layer. Like hooking it to individual layers and from there you can assign different colors, size, and density per layer, etc. I also used a distribution shader to assign altitude and slope when hooking a FSS to the base layer. Depends on what you have hooked to each surface, but it usually works for me.
I also was wondering about setting population to random size and rotation but that is getting complicated for me.
Great render btw!
great vista! ;)
Just a quick note, remember that the "Ultra" and other quality settings for rendering only have an effect when *not* using Raytrace Objects! Which you should almost always be doing (raytracing objects I mean). In other words those settings for "ultra", etc. rarely matter. ;)
- Oshyan
Quote from: Oshyan on June 25, 2016, 03:02:12 AM
Just a quick note, remember that the "Ultra" and other quality settings for rendering only have an effect when *not* using Raytrace Objects! Which you should almost always be doing (raytracing objects I mean). In other words those settings for "ultra", etc. rarely matter. ;)
- Oshyan
Thanks Oshyan for the reminder!
Quote from: DocCharly65 on June 23, 2016, 09:55:07 AM
I am not sure but perhaps it could have to do something with the height and the pancake effect (I can't look for the correct node at the moment - sorry)
My personally trick if I don't find other solutions would be to retouch with plants... ;)
Thank you for your reply! :)
Quote from: Oshyan on June 25, 2016, 03:02:12 AM
Just a quick note, remember that the "Ultra" and other quality settings for rendering only have an effect when *not* using Raytrace Objects! Which you should almost always be doing (raytracing objects I mean). In other words those settings for "ultra", etc. rarely matter. ;)
- Oshyan
D'oh....why do I always forget that...for some reason I had it in my brain that it only worked on populations and i forget the ray trace feature....
Quote from: luvsmuzik on June 23, 2016, 10:08:47 AM
I had a little luck using FSS as a child of a surface layer. Like hooking it to individual layers and from there you can assign different colors, size, and density per layer, etc. I also used a distribution shader to assign altitude and slope when hooking a FSS to the base layer. Depends on what you have hooked to each surface, but it usually works for me.
I also was wondering about setting population to random size and rotation but that is getting complicated for me.
Great render btw!
Thank you for your reply. I tried your approach in the days, I'm not sure I understood the techniques. Hopefully tg4 easier for simple adjustment. :)
Although I have not yet found the solution to the fake stone. I made some adjustments and tried a new POV.
Quote from: Jo Kariboo on June 25, 2016, 09:21:49 AM
Although I have not yet found the solution to the fake stone. I made some adjustments and tried a new POV.
To me they seem more 'in' the ground...Like the new PoV
You won't find boulders on slopes greater than 45 degrees and the larger ones are generally lower down. I maybe teaching my Grandmother to suck eggs here but If you use 3 sizes of the fake stone shader merged with highest raised set and plugged into a surface shader with slope max set to 50 and fade zone to 5 you'll get a good result. I'm not sure why your stones seem to be balancing on points but play with the pancake/height settings.
Quote from: mhaze on June 25, 2016, 11:30:32 AM
You won't find boulders on slopes greater than 45 degrees and the larger ones are generally lower down. I maybe teaching my Grandmother to suck eggs here but If you use 3 sizes of the fake stone shader merged with highest raised set and plugged into a surface shader with slope max set to 50 and fade zone to 5 you'll get a good result. I'm not sure why your stones seem to be balancing on points but play with the pancake/height settings.
Thank you very much mhaze for tour observation. I should these days try new test with your tips.
Finally I redid completely the fakes stones. After some test I used the same value slope contrains of the two previous picture is 65/20. For larger fakes tones that have perceives left down they are on other surface layer to a different altitude constraint.
Thanks for watching!
Quote from: Jo Kariboo on June 26, 2016, 01:44:57 PM
Finally I redid completely the fakes stones. After some test I used the same value slope contrains of the two previous picture is 65/20. For larger fakes tones that have perceives left down they are on other surface layer to a different altitude constraint.
Thanks for watching!
much more better stones...well handled.
Excellent progress with the stones. The slight clouds and haze are a good touch. It all looks very natural in this setting.
Yes, this looks way better.
You've got it :)
For me it's good now! Very good!
Thanks for comments!