Planetside Software Forums

General => Image Sharing => Topic started by: bobbystahr on December 13, 2016, 08:04:38 PM

Title: Escapist Render 1023
Post by: bobbystahr on December 13, 2016, 08:04:38 PM
I refuse to yield to the gloom of winter...here's some cool water I made and a nice boat afloat in it. XFROG cabbage palms, old and young and Dunes base grass 3. a WIP so C&C welcome
Title: Re: Escapist Render 1023
Post by: yossam on December 13, 2016, 09:11:44 PM
Nice pic, there is something off with scale but I'm not sure what. Could be my new glasses............. :P
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 14, 2016, 12:33:03 AM
Quote from: yossam on December 13, 2016, 09:11:44 PM
Nice pic, there is something off with scale but I'm not sure what. Could be my new glasses............. :P

That is a huge yacht and when superimposed over the small island it seemed appropriately scaled base on the windows. There's no real world scaling in this pic bur I'll load the elements separately in another project, get some sizes from Mr. Google, and see for sure scale wise to each other. Thanks for the input as I had that feeling as well.

Did that aNd the attached pic (RTP) shows the ship at it's default size and the Cabbage Palm at 2.0 as that is the height 20 m. as shown by the stretched cube on the right. I've  changed the ships size in scene and to be honest it looks way off scale so I dunno what I'll do with this.
Title: Re: Escapist Render 1023
Post by: Agura Nata on December 14, 2016, 01:39:20 AM
Well done!  ;D
Title: Re: Escapist Render 1023
Post by: Dune on December 14, 2016, 02:27:57 AM
It's the waves I guess, what if you use 'just normal' smaller sizes waves, or smooth water?
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 14, 2016, 02:35:45 AM
Quote from: Dune on December 14, 2016, 02:27:57 AM
It's the waves I guess, what if you use 'just normal' smaller sizes waves, or smooth water?

Worth a try, doing a render with the larger boat in scale to the trees and I think it will look more in scale. I keep building scenes without paying attention to the real world and this problem is a recurring one in BobbyWorld. will try different water next.
Title: Re: Escapist Render 1023
Post by: DocCharly65 on December 14, 2016, 03:02:34 AM
Looking forward to the next version. Nice to see something tropical in these times  :)
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 14, 2016, 10:31:46 AM
Well I set it to render with the scaled ship at bed time at decent AA and detail and 7 hours later it's almost through the sky....this may be another 40 hour render with all the water in the bottom half.....sigh.
Title: Re: Escapist Render 1023
Post by: Lady of the Lake on December 14, 2016, 03:13:30 PM
Hey, Bobby.....head on down to where I live......grass is green, flowers are blooming, palm trees swaying, temps around 80 degrees right now.  :-))

Nice image. 
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 14, 2016, 03:46:36 PM
Quote from: Lady of the Lake on December 14, 2016, 03:13:30 PM
Hey, Bobby.....head on down to where I live......grass is green, flowers are blooming, palm trees swaying, temps around 80 degrees right now.  :-))

Nice image. 

tempting but they won't let me over the border...
Title: Re: Escapist Render 1023_Update
Post by: bobbystahr on December 14, 2016, 04:34:35 PM
Rescaled ship all else the same...may try rescaling the water, it uses an image map so smaller may be lots better.
Title: Re: Escapist Render 1023
Post by: masonspappy on December 14, 2016, 05:32:03 PM
There's a lot I  like about this.  For me, the issue is that if I assume the ship and right hand trees are in proportion to each other, the  the waves around the ship are around 4-6 feet high. That seems ok, but when compared to the grass and tree on the left bank, then the grass and tree are yuge!   
Title: Re: Escapist Render 1023
Post by: Oshyan on December 14, 2016, 07:14:02 PM
masonpappy nails the issue with the image, but otherwise it is indeed very nice and promising. Change the wave scale and/or just adjust the grass and foreground tree and island area and you'll have a winner.

Also, wondering why your render times are so high. You using crazy values again Bobby? ;)

- Oshyan
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 14, 2016, 11:05:14 PM
Quote from: Oshyan on December 14, 2016, 07:14:02 PM
masonpappy nails the issue with the image, but otherwise it is indeed very nice and promising. Change the wave scale and/or just adjust the grass and foreground tree and island area and you'll have a winner.

Also, wondering why your render times are so high. You using crazy values again Bobby? ;)

- Oshyan

Am mid render on another old project while I waited replies but I'll resize the grass but the tree is part of the pop distant and the undergrowth is a young version of it so I'll add another small pop of it around the tree and that should make it rational I think. That was in planning but I forgot.
And yes they were a bit high; Detail .5, AA 7, GISD 5 &7. default Easy Clouds, Atmo 16 and Shadowing enabled.. The sky took 10 of the 13:14:17 render time though.
Title: Re: Escapist Render 1023
Post by: Oshyan on December 15, 2016, 02:57:00 AM
If you mean "Receive Shadows From Surfaces" in the cloud node, I must ask: why?

- Oshyan
Title: Re: Escapist Render 1023
Post by: Dune on December 15, 2016, 04:09:13 AM
Isn't that captain a bit reckless, heading to the shallows at that speed?
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 15, 2016, 10:17:57 AM
Quote from: Dune on December 15, 2016, 04:09:13 AM
Isn't that captain a bit reckless, heading to the shallows at that speed?

He's good and there's a deep channel in the middle...heh heh I checked for that by turning off the water with the ship mid channel before pushing it back there...and well, we have GPS to help nowadaze...hee hee hee  Check out the between render I just posted.
Title: Re: Escapist Render 1023 part 2
Post by: bobbystahr on December 17, 2016, 01:28:57 PM
Well my water went from what you see to even worse so I've put this on the shelf cuz every tweak makes it worse. Exploring a new image using image maps exclusively for the terrain and texture and it's coming along famously so that will likely be my next appearance in this Image Sharing section.

Dec 12 1:29 A M
Well here it is...a WIP so C&C at will.
Title: Re: Escapist Render 1023
Post by: DocCharly65 on December 18, 2016, 07:36:22 AM
Nice surface textures fo far! Curious where this goes  :)
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 18, 2016, 11:56:24 AM
Quote from: DocCharly65 on December 18, 2016, 07:36:22 AM
Nice surface textures fo far! Curious where this goes  :)

thanks Nils, me too
Title: Re: Escapist Render 1023
Post by: luvsmuzik on December 18, 2016, 12:06:29 PM
Love the terrain here. Good one!
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 18, 2016, 12:07:39 PM
Quote from: luvsmuzik on December 18, 2016, 12:06:29 PM
Love the terrain here. Good one!
it's a start for sure, who knows where it'll go or if it's already there.
Title: Re: Escapist Render 1023update WIP
Post by: bobbystahr on December 26, 2016, 04:36:40 AM
Went looking around and found a cool view. A WIP  so C&C welcome
Title: Re: Escapist Render 1023
Post by: Hannes on December 26, 2016, 04:59:25 AM
That surface looks really, really cool, Bobby! But the trees are way too big. I'd say maybe a third of the actual size. And some more maybe.
Plus the water doesn't look real. If you'd use the default water shader, reduce the wave roughness almost to zero (Very small wave size), and play with the decay distance, it could look much more realistic imho.
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 26, 2016, 06:28:04 AM
Quote from: Hannes on December 26, 2016, 04:59:25 AM
That surface looks really, really cool, Bobby! But the trees are way too big. I'd say maybe a third of the actual size. And some more maybe.
Plus the water doesn't look real. If you'd use the default water shader, reduce the wave roughness almost to zero (Very small wave size), and play with the decay distance, it could look much more realistic imho.

Thanks hannes, actually the water is a place holder clip I have from Ulco so I'll tweak it. Trees also so I could get a sense of distance in my brain but perhaps a pop would be good. As yet I only have 16Gb RAM and even just the grass pop has to be hidden if I want to do any navigation. Waiting for a replacement on a dead stick.
Title: Re: Escapist Render 1023 Looking Around
Post by: bobbystahr on December 28, 2016, 01:52:38 PM
All the other renders I've don of this are from the South edge of the terrain, this is from the East edge.
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 28, 2016, 02:16:09 PM
Quote from: Hannes on December 26, 2016, 04:59:25 AM
That surface looks really, really cool, Bobby! But the trees are way too big. I'd say maybe a third of the actual size. And some more maybe.
Plus the water doesn't look real. If you'd use the default water shader, reduce the wave roughness almost to zero (Very small wave size), and play with the decay distance, it could look much more realistic imho.

How's this Hannes?
Title: Re: Escapist Render 1023
Post by: Hannes on December 28, 2016, 04:53:39 PM
Wow, much better, Bobby!! This is a really cool terrain and excellent surfacing.
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 28, 2016, 05:20:51 PM
Quote from: Hannes on December 28, 2016, 04:53:39 PM
Wow, much better, Bobby!! This is a really cool terrain and excellent surfacing.

Thanks, as I mentioned earlier it's all based on a texture set for Poser use that I approved when I worked at Renderosity. I'd totally forgotten about it till I got the new machine and was selecting files to transfer. Another bonus from getting a new computer heh heh..Check the East camera as well
Title: Re: Escapist Render 1023
Post by: Kadri on December 28, 2016, 06:26:08 PM

Nice texturing Bobby.
Title: Re: Escapist Render 1023
Post by: luvsmuzik on December 28, 2016, 08:24:49 PM
I like this tons also. Great use of lighting there. Great bird's eye view!
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 28, 2016, 09:01:29 PM
Quote from: Kadri on December 28, 2016, 06:26:08 PM

Nice texturing Bobby.

Thanks Kadri...it's really odd. I've focused the past year on using procedural texturing with limitedsuccess, but a random map made into a terrain and textured all with image maps is getting the best response yet re: surfacing. A bit odd that.
Title: Re: Escapist Render 1023
Post by: Kadri on December 28, 2016, 09:14:06 PM
Quote from: bobbystahr on December 28, 2016, 09:01:29 PM
Quote from: Kadri on December 28, 2016, 06:26:08 PM

Nice texturing Bobby.

Thanks Kadri...it's really odd. I've focused the past year on using procedural texturing with limitedsuccess, but a random map made into a terrain and textured all with image maps is getting the best response yet re: surfacing. A bit odd that.

I try to make a great image sometimes and fail. Then i just play around and it comes out a little better then average :)
Title: Re: Escapist Render 1023
Post by: Jo Kariboo on December 28, 2016, 10:41:16 PM
Nice work and picture Bobby! I very like the two last one!   :)
Title: Re: Escapist Render 1023
Post by: zaxxon on December 28, 2016, 11:05:46 PM
Nice image Bobby! The new machine is indeed letting you 'stretch your legs' a bit, and the results are showing!
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 29, 2016, 01:19:52 AM
Thanks zaxxon, Jo Kariboo...this is becoming an interesting series as these first ones were mainly from the south edge of the 10 K terrain. Exploring the east side atm.
Title: Re: Escapist Render 1023
Post by: Dune on December 29, 2016, 02:04:33 AM
Good work, Bobby. No repetition of textures to be seen, and they look very natural. The strata are nice and rough. Cylindrical projection?
Title: Re: Escapist Render 1023
Post by: AP on December 29, 2016, 03:27:50 AM
I have been keeping an eye on this one and the progress. Good stuff.
Title: Re: Escapist Render 1023
Post by: masonspappy on December 29, 2016, 03:38:29 AM
Quote from: bobbystahr on December 28, 2016, 05:20:51 PM
Quote from: Hannes on December 28, 2016, 04:53:39 PM
Wow, much better, Bobby!! This is a really cool terrain and excellent surfacing.

Echo Hannes
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 29, 2016, 03:54:55 AM
Quote from: Dune on December 29, 2016, 02:04:33 AM
Good work, Bobby. No repetition of textures to be seen, and they look very natural. The strata are nice and rough. Cylindrical projection?

Flat/Planar Y but I rotated it 90 degrees on the X and right clicked the location.
Title: Re: Escapist Render 1023
Post by: DannyG on December 29, 2016, 11:12:25 AM
Looking Good Bobby. You are certainly making use of the new machine, keep them coming
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 29, 2016, 12:02:07 PM
Quote from: Danny on December 29, 2016, 11:12:25 AM
Looking Good Bobby. You are certainly making use of the new machine, keep them coming

Thanks Danny, exploring this terrain from 0,0,0 and rotating the camera 90 degrees a turn...just found a new cool view.
Title: Re: Escapist Render 1023
Post by: DocCharly65 on December 30, 2016, 08:30:28 AM
What a cool landscape, Bobby! Great! And good that you made the trees smaller - looks much better!
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 30, 2016, 11:22:30 AM
Quote from: DocCharly65 on December 30, 2016, 08:30:28 AM
What a cool landscape, Bobby! Great! And good that you made the trees smaller - looks much better!

Thanks Nils, more views of this amazing terrain coming...I'll have to stop soon though as I'll bore y'all t death at this rate.
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 30, 2016, 01:31:52 PM
here are 2 more, one from at the edge of the North face with unmasked secondary displacements from the Shader tree providing a nice accidental ground with Dune's grass 03 from his freebie collection
and from the center,...in this one I've started adding procedurals and and used Favour Rises to good effect. Dune's grass and a conifer from andy.
Actually 3, I'd forgotten to add this to the transfer stick, from the east face...all credits still apply
Title: Re: Escapist Render 1023
Post by: DocCharly65 on December 31, 2016, 12:00:08 AM
I am most impressed by the first one.
Perhaps smaller and less rough waves and  a bit more ground detail needed.

Many things happening on your new machine!  :)
Title: Re: Escapist Render 1023
Post by: bobbystahr on December 31, 2016, 01:53:59 AM
Quote from: DocCharly65 on December 31, 2016, 12:00:08 AM
I am most impressed by the first one.
Perhaps smaller and less rough waves and  a bit more ground detail needed.

Many things happening on your new machine!  :)

Thanks, the waves were an experiment. I used a PF to drive the Volume Density and Colour of the water and then used the same PF through a Displacement shader for the waves. Interesting but not entirely successful.
Title: Re: Escapist Render 1023
Post by: KlausK on December 31, 2016, 09:24:38 AM
Picture cam2_finalWIP is something I like very much.
If you don`t mind me saying so I`d try it without the tree closest to the camera.
I think it is getting in the way somehow, don`t know...
cheers, Klaus
Title: Re: Escapist Render 1023
Post by: luvsmuzik on December 31, 2016, 03:19:52 PM
Happy New Year to you!
Good stuff happening with this project!