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General => Image Sharing => Topic started by: zaxxon on January 26, 2017, 01:36:13 AM

Title: the morning run
Post by: zaxxon on January 26, 2017, 01:36:13 AM
Jeffrey Pines with Speedtree, Megascan rocks, World Machine distant peak. The Rainbow Trout are mine.
Title: Re: the morning run
Post by: Hannes on January 26, 2017, 02:35:25 AM
That's beautiful!!! Very calm and peaceful. A darker wet shader where the water hits the stones would make it perfect.
Title: Re: the morning run
Post by: Dune on January 26, 2017, 03:24:14 AM
That's a beauty, Doug. I love that low view and the detail of it all. Nice composition with the seethrough.
May I nitpick? In very calm water I don't thing the waves that are there should have a ridgy top, but rather a perlin displacement.
Title: Re: the morning run
Post by: archonforest on January 26, 2017, 03:51:29 AM
Wow! Great render. Love the calmness of the pix. Well done for this! ;)
Title: Re: the morning run
Post by: Kadri on January 26, 2017, 05:26:20 AM

Sweet.
Title: Re: the morning run
Post by: zaxxon on January 26, 2017, 10:55:52 AM
Thanks all!

Hannes, I agree that a 'wet' area at the water line would be  an appropriate touch. Any ideas on how to create such a shader in TG? I used to have a shader in Max that did just that.

Ulco, you can always 'nit pick', and I always appreciate your insights. How would you set that up to add perlin noise?

Title: Re: the morning run
Post by: Dune on January 26, 2017, 11:44:23 AM
For wetness just add an empty surface shader, set max height just above water level, and some softness, then add a color adjust as child, set gamma to 0.8 or lower if darker needed, and then add a reflective shader in between and turn RT off. You can leave it one, but that takes longer, but also gives a perfect reflection. Usually, I add another surface shader in between carrying the reflective shader and set a minimum altitude at just below water level to stop reflective pinpoints under water.
For small wavelest, just set water shader displacement to zero and add a pf in front of it with small sizes and very small displacement. Like 0.1/0.5/0.05 and displacement 0.05. You can warp the perlin a bit, and mask it to get (wind)patches.
Title: Re: the morning run
Post by: zaxxon on January 26, 2017, 12:21:32 PM
That makes perfect sense Ulco, I'll give that a try. Thank you!
Title: Re: the morning run
Post by: Oshyan on January 26, 2017, 07:24:13 PM
Nice to see a somewhat different render style/approach from your usual (which are always very good, of course :D). For my taste I find the lighting a bit flat and game-like, and the stones in particular seem a bit overly smooth and lacking in angles or much roughness. Other than that it's looking very good though, and those issues seem easily fixed if you agree with the crits.

- Oshyan
Title: Re: the morning run
Post by: bobbystahr on January 26, 2017, 10:43:25 PM
Like this a lot, especially the underwater clutter; must remember that for my next one with clear stagnent type water.
Title: Re: the morning run
Post by: DocCharly65 on January 27, 2017, 03:21:12 AM
Waiting for the wetness-results ;)
But anyway already very beautiful!
Title: Re: the morning run
Post by: ADE on January 27, 2017, 11:06:01 AM
looks good, my minus side of it is those pebbles, looks like ermmm,,,,plain and false apart from that looks great