Somewhere along a calm rocky river.
Nice render. One thing I don't quite see is the stream bottom, I'd suggest you do something about that; either sandy, or larger rocks/pebbles. And did you add any reflective shader to the not-looking-wet, but darkened shoreline?
Very nice moss on the also nice rocks and a beautiful scene!
Would you mind trying some vegetation in the water? E.G. some groups of your Three Leaf Clover Patch could look nice or something like the Xfrog RS07_Caulerpa_sertularoides.
Speaking of moss; that will probably grow on the wet sides of the rocks, more than just on top.
Quote from: Dune on August 10, 2016, 02:28:48 AM
Nice render. One thing I don't quite see is the stream bottom, I'd suggest you do something about that; either sandy, or larger rocks/pebbles. And did you add any reflective shader to the not-looking-wet, but darkened shoreline?
I can make the existing pebbles more large and fill it in more over the sand. At current it is very small smooth pebbles and some sand along the bottom. It could look more obvious. The reflective shader is there but not cooperating too well. I need to look at it again.
Quote from: DocCharly65 on August 10, 2016, 02:33:45 AM
Very nice moss on the also nice rocks and a beautiful scene!
Would you mind trying some vegetation in the water? E.G. some groups of your Three Leaf Clover Patch could look nice or something like the Xfrog RS07_Caulerpa_sertularoides.
I can arrange something.
Perhaps changing the reflection specular size settings more like they are in the water shader could do the trick (0.5/0.01 instead of the default 1/0.1). Or adding some tiny (sandlike) fake stone to displace the wet edge, so more chance of reflection is induced. Or add an additional light source just for some reflections, though kept in the area of the main sun.
Quote from: Dune on August 10, 2016, 02:34:55 AM
Speaking of moss; that will probably grow on the wet sides of the rocks, more than just on top.
Good point, I was confusing the moss with other rock types based on there locations.
Updated. Refer to the first post.
Very nice moss and wetness on the upper side but now I am missing something on the foreground rock.
If you perhaps have the dirt pack from NWDA you could play a bit with some old leafs or dead wood.
A suggestion but only my personal taste: I'd vary the stones in the water. Some big ones more small ones.
The rocks are really nice, but I still have a problem with the underwater rocks, like Nils has. They're too distracting. What if you leave them all out, except for one or a few larger ones, make it a sandy bottom.
Quote from: DocCharly65 on August 12, 2016, 03:38:57 AM
Very nice moss and wetness on the upper side but now I am missing something on the foreground rock.
If you perhaps have the dirt pack from NWDA you could play a bit with some old leafs or dead wood.
A suggestion but only my personal taste: I'd vary the stones in the water. Some big ones more small ones.
I never envisioned a forest here so ground debris was never a passing thought. I might not want to over crowd the setting but perhaps there could be a compromise to that.
Varying the stone size is a great idea.
Quote from: Dune on August 12, 2016, 04:10:36 AM
The rocks are really nice, but I still have a problem with the underwater rocks, like Nils has. They're too distracting. What if you leave them all out, except for one or a few larger ones, make it a sandy bottom.
That can be arranged. I can just make this another type of river, one with less pebbles. Willing to experiment.
I will have to post more changes in the near future. I will leave it as is for now.
It looks worth to work further. Nice.
I agree with Kadri, it could be really nice with just a little extra work. The stones on the flowbed aren't textured now, which is a pity. Some wavy pattern in the sand would be nice as well (get postion in texture+ X or Z to scalar + divide scalar + constant scalar (a small number) + sinus (blue node: trig) + warp + vector displacement + PF and finally some displacement).
Quote from: Kadri on August 17, 2016, 12:38:32 AM
It looks worth to work further. Nice.
exactly my opinion :)
The stones amount, size and coverage is exactly what I ment. Great improvement.
I will consider finishing this, just bored with it at the moment.
Quote from: AP on August 17, 2016, 03:51:49 AM
I will consider finishing this, just bored with it at the moment.
Take as much time as you need. I know how boring it can be sometimes twiggeling on the same scene again and again... :P
Yesterday I found a mistake in my "armada of allies" renders... while moving around in the scene with the mouse I accidently had moved an important light source and now had to restarted all renderjobs... 5000 finished frames for the trashbin! :'(
Quote from: DocCharly65 on August 18, 2016, 02:43:04 AM
Quote from: AP on August 17, 2016, 03:51:49 AM
I will consider finishing this, just bored with it at the moment.
Take as much time as you need. I know how boring it can be sometimes twiggeling on the same scene again and again... :P
Yesterday I found a mistake in my "armada of allies" renders... while moving around in the scene with the mouse I accidently had moved an important light source and now had to restarted all renderjobs... 5000 finished frames for the trashbin! :'(
Phew! 5000 frames...that's bad.
Awful bad luck, Nils. It's so easy to change something unwanted, especially with a lot of nodes. I think most time is spent checking little things and crops in the scene, and then you render big and notice something off in a corner you thought was ok.
Not boring in the same sense as tweaking the same scene over and over but I think the scene itself as a whole is underwhelming. Tweaking is just fine, my rock experiments involve a lot of that.
5,000 frames is very significant. That stinks. :P
Sounds worse and more to render than it is. Space scenes with minimum terrain render unbelievable fast with TG4! :)