TG4
vegetations: Silva 3D and Ulco.
snow: Dandel'O
rabbit: http://tf3dm.com/3d-model/rabbit-97792.html
Nice.
Impressive !
fine work :)
Great. The (desert) hare ;) is a very nice addition, makes it alive.
My preference goes to the second render. In the first it's a pity the rocks in the snow don't have rock colors. Did you use displecement intersection and smoothing? Or you could try add a tex from XYZ shader before the stones (even just putting it into the stone input will work, no other connections needed, it takes the information from the TG void). And the large crack is a bit strange.
The subtle sky really gives it a high altitude feel, cold.
The second one is perfect in my eyes! :)
The first one needs a bit work as dune describes, but has big potential as well.
I prefer the second one too. My only crit is the very even distribution of the different grass patches. A bit more randomness would be nice. And maybe some colour variation?
Very tundra like. The atmosphere in the first render is pleasant, the softness and color look neat. The second render is just as nice. I have to agree about the grasses and rocks, minor things but overall fantastic results all around.
I like 1st one more. The atmo there is just fantastic.
Thank you all for your comments and criticisms. :)
Quote from: Dune on September 20, 2016, 02:32:44 AM
Great. The (desert) hare ;) is a very nice addition, makes it alive.
My preference goes to the second render. In the first it's a pity the rocks in the snow don't have rock colors. Did you use displecement intersection and smoothing? Or you could try add a tex from XYZ shader before the stones (even just putting it into the stone input will work, no other connections needed, it takes the information from the TG void). And the large crack is a bit strange.
The subtle sky really gives it a high altitude feel, cold.
Thank you Ulco!
Yes the crack in the rock is a mistake and is not voluntary, I saw that at the end of the rendering. Verily I had no taste to wait and remake another render with this image. On the rocks under the snow and tex shader before fakes stones ... I'm not sure if I understand, my English is not good
I presume you used the conventional methode, something like this. With smoothing enabled and no slope restrictions to the stones they should color any way you feed into the stones. Sometimes, especially in other methods where no compute terrain is used, a tex from XYZ shader (added like this, though it's not necessary here) helps to give the stones better displacement and colors.
In fact, while writing this; it would be good to be able to restrict stones to a certain slope, but still have it colored all over, which is not the case right now. If you set a max slope, the colors will be limited to that max slope too, which is no good.
Like this very much. Am wondering if it would then be possible to use an image mask to simulate bunny tracks in the snow by using a negative displacement? In this case, probably so minuscule that they wouldn't really show, but would it be possible?
Quote from: Dune on September 21, 2016, 03:05:47 AM
I presume you used the conventional methode, something like this. With smoothing enabled and no slope restrictions to the stones they should color any way you feed into the stones. Sometimes, especially in other methods where no compute terrain is used, a tex from XYZ shader (added like this, though it's not necessary here) helps to give the stones better displacement and colors.
In fact, while writing this; it would be good to be able to restrict stones to a certain slope, but still have it colored all over, which is not the case right now. If you set a max slope, the colors will be limited to that max slope too, which is no good.
Thank you Ulco for taking the time to explain. :)
Quote from: luvsmuzik on September 21, 2016, 08:59:27 AM
Like this very much. Am wondering if it would then be possible to use an image mask to simulate bunny tracks in the snow by using a negative displacement? In this case, probably so minuscule that they wouldn't really show, but would it be possible?
I have already seen several images on this site with different traces in the ground (tires, animal, etc.). But I do not know these techniques, but it is possible.
Of course you can do the bunny tracks. Just make (or find) a greyscale image of such footprint (or a set) and repeat the image map in one direction. You get a whole row of them (with some negative displacement indeed). You can warp that line of images too. I did a lot of tyretracks that way.