This is my last work, tried something different
I experimented a system to fake water transparency in TG2, it's a bit complicated but in this case gave some nice result.
Postwork (DOF and little color correction) in Photoshop
(http://img103.imageshack.us/img103/6848/raindrops2wi8.jpg)
Regards,
Lucio
Amazing! One of the most realistic images I've seen in TG. Well done.
And the secret is?...........
Kevin.
:o :o :o :o :o :o ???
The drops look a bit pale (opaque) at some spots. Else a very good concept and execution.
Very interesting. Nice displacement on the leaf too.
wow, care to explain your process
Richard
Very original, the DOF is not entirely realistic but the concept and execution of the leaf (displacements) and the raindrops are superb.
Very clever! Nice job :).
Very nice, Lucio. You're an amazing artist.
Cool work.
Wow, I hadn't even considered the possibility that TG2 could do this... Well done.
Very interesting wasn't expecting this to come from T2 so soon great job lucio 8)
Thank you all for your kind comments and critics
@Kevin F: the method consists in appropriate use of geometry, textures and Lambert shader. Every drop was modeled with MAX over a duplicated mesh model of the leaves. I converted it in a editable poly, then I subdivided every area into little edges, I extruded the resulting faces once or twice to create little 'bubbles' over the surface and then meshmooted it. Working on a textured leaf model permitted to preserve map coordinates: in this way the texture that goes to 'cover' every drop gives also the illusion of refraction. Clever, huh? ;D Waterdrops have their own shader in TG2: it consists in a default shader with a Lambert shader that regulates translucency and luminosity.
To get a good leaf closeup I downloaded a very high res map from mayang.com. From the original image I've created a greyscale bump map, a translucency map and a luminosity map. I applied very low displacement values, in order of a tenth of millimeter.
@Saurav: That's true, some edge in the background is not realistic. This is because I applied DOF with a 'custom-built' Z-depth map :) I'll post an update with improved results
I'm re-rendering now a new version with improved waterdrop colors, making them a bit less 'opaque' (I suppose, at least :)), I'll post it here soon
Thank you again for comments,
Lucio
Quote from: NWsenior07 on September 06, 2007, 10:15:13 PM
Wow, I hadn't even considered the possibility that TG2 could do this... Well done.
This the beauty of TG2, that is much more than a simple landscape generator. The power and flexibility of such a render engine will take a very long time to be completely explored.
great job, it will be even better when we get transparency/translucency and or SSS.
QuoteThis the beauty of TG2, that is much more than a simple landscape generator. The power and flexibility of such a render engine will take a very long time to be completely explored.
I agree with this for sure. Imagine where we will be in even just a years time.
I tried to follow your hints and here's a new render with different color settings on waterdrops shader, to give a more believable transparency. I made a subtle work over levels to make drops shadows over the leaf surface a bit brighter. Also tried to improve DOF a little. Full render at 800x600, no cropped
(http://img153.imageshack.us/img153/609/raindrops5yg2.jpg)
Water droplets are much improved. The DOF looks post processed but it's a hard image to apply this effect to. Maybe if you could somehow render the foreground separately from background then it would make the DOF easier to create. Superb result none the less.
Yes, superb...as Efflux so profoundly clarified.
Or "eeetsah ni-i-i-i-i-ce...uh." to quote Borat. :D
Really amazing work Lucio!
You always seem to push the limits/raise the bar.
You could consider applying a DOF using a depth mask generated by TG2 itself.
Here's a link to the topic:
http://forums.planetside.co.uk/index.php?topic=1959.0
I'd really like to see the rest of the plant/tree, must look great with those high quality textures and maps!
Martin
Holy crap! That's excellent! :o :)
Oh thank you so much Martin, this thread is a real lifesaver!
I'll try to rework DOF using this technique and I'll post the results
Lucio, the technique using z depth export out of Terragen for the depth mask should give yo much better results. You will need to add those nodes to the end of your multishader for the object/s surfaces as well. I also like the revised version better.
Yes Saurav, I'm rendering a test map right now :)
Ok, last version
DOF is now based on correct Z-depth data, should be better now
(http://img164.imageshack.us/img164/5298/raindropsfinalprocessedxp8.jpg)
Thanks for all your helpful hints and comments!
Regards,
Lucio
it's really amazing :o
congrats !
I swear, he must have sold his soul to the devil. His real name is Mephistopholes, I'm a-tellin' ya.
;D
Looks tops now. :)
Quote from: Harvey Birdman on September 08, 2007, 05:31:42 AM
I swear, he must have sold his soul to the devil. His real name is Mephistopholes, I'm a-tellin' ya.
;D
AH AH AH :D
Oh no Harvey, I don't feel something like that ;D
Good job, Lucio!
Great job Lucio ;)
Looks amazing. How does it look from farther away?
Oh, farther away it look surely much worse :)
It's a very simple plant, the difference is made by the maps
The background is made of randomly distributed simple vegetation models, to get that blurred-green atmosphere
very excellent work Lucio!!impressive indeed!! :)
Oh that new DOF looks really sweet! Glad to see it turned out very well.
Again, great work Lucio!
Martin