As said in Volker's thread, I would like this thread to be used as the "result showoff thread"
Hopefully everyone posts their results....anyway, Here is mine....Hope you like it....
Very very nice. I'm going to have to go through these.
This is nice. As soon as my other render is finished, I'll post some of my results.
Maybe we could show some of our experiments here, too.
Here is what I'm waiting for (at 20 hours) -
This is nice ... I guess by reducing the displacements by 50-75% it would look very good.
Nice rough surfaces.
Volker, I have to admit I have not even looked at some of your node ideas but I will do. I know there are some cool techniques.
wow !!!
i need to do it too ! nice render !
Quote from: calico on September 13, 2007, 12:26:17 PM
This is nice. As soon as my other render is finished, I'll post some of my results.
Maybe we could show some of our experiments here, too.
Here is what I'm waiting for (at 20 hours) -
Extremely cool clouds but 20 hours, sheesh, lookin' forward to the finished work
Richard
Richard,
I'm putting it up at the Renderosity Contest for TG2. I don't think I can show it here until that's finished. Thanks for your interest, though. ;D
Calico, that looks really really good. You must show us or give us a link to the contest.
Quote from: dhavalmistry on September 13, 2007, 11:57:37 AM
As said in Volker's thread, I would like this thread to be used as the "result showoff thread"
Hopefully everyone posts their results....anyway, Here is mine....Hope you like it....
A very good take on a volcanic slope I reckon. :)
- Oshyan
My thoughts exactly, the upper slopes of Mt Vesuvius ...
Richard
thanx everybody.....I am rendering another scene rite now...will post as soon as its done!
Very nice results Dhavalmistry... :)
Just to avoid humbleness ...
a link to the image I have chosen as base for the fractal lessons:
(http://www.renderosity.com/mod/gallery/media/folder_150/thumb_1491893.jpg) (http://www.renderosity.com/mod/gallery/index.php?image_id=1491893&member)
I am glad that you have fun with this technique :)
A render I did while playing with Volker's tutorial. There is some other stuff in there as well.
Here's my first try - Comments are welcome. That's why I'm including the TGD.
I did the tutorial two or three times and then tore apart Volker's TGD. Then, I recreated my own.
@nvseal - Nice job. I'm not sure I'm getting that nice surface yet.
Just another quick render......
Calico ... funny colours ,-) I'll look into the file later.
Dhavalmistry ... I like this version much more!
nvseal ... that is good!
I have done the following:
(http://www.renderosity.com/mod/gallery/media/folder_153/thumb_1521581.jpg) (http://www.renderosity.com/mod/gallery/index.php?image_id=1521581&member)
The green uses two layers of the Tutorialshaders - the darker green has a scaled shader for breakup.
The rocks have two layers, two.
Standard cumulus clouds with increased coverage and some changes in the lighting (0.5 SampleQuality)
Rendertime was a bit less than 7 hours on 0.9 quality, AA 8 and GI 2|2.
Volker
Very nice! Those surfaces remind me of the ones that some users were able to achieve in TG 0.9, but only with dozens of surface layers.
Great surfaces Volker. Here is another shot using using your tutorial (although you really can't see it), some trees, and some other clouds. If you wonder why it's called Mexico it's because, to me, it looks a bit like some parts of Mexico I've been too. ;D
The main advantage of this surface is that it works in any scale. And as soon as you use it more than 2 times in a scene, it saves rendertime.
The population looks convincing.
Volker, my first image (above) was manipulated in Photoshop. After some changes to the color in the nodes, here is the TG2 version (first one) and the same render after Photoshop (in the next row below).
I'm open to other comments.
The exact same one as above after Photoshop.
another quick render....I know its pretty dark...but I am working on it....
Good work on the greens!
This will probably be my last 'surface study' on rocks:
(http://www.renderosity.com/mod/gallery/media/folder_153/thumb_1526813.jpg) (http://www.renderosity.com/mod/gallery/index.php?image_id=1526813&member)
I feel free to go for something completely different.
Volker
Asalam aleikum
I see you are Islamic......nice results.....
OK, so I was a bit slow on the uptake. I figured it was owrth going through the tutorial to fill a few gaping holes in my knowledge.... filled quite a few. At the moment I'm working on creating 5 coloured surfaces for use in my NZ animation (3 for grass, 1 for trees, 1 for rocks) This one, is for green.
1 terrain with fractal detail, and a surface for rocks (base), snow and green.
I'm using the results from the tutorial slightly differently, incorporating them with my existing way of surfacing. I use the "One for all" group to provide the main colour tinting for the surface, with two extra nodes to create a BW version of the output node for variation (Convert red to scalar and a colour adjust to normalise values). This approach will probably mean I'll end up with two similar groups... one for tinting vegatation and one for tinting rocks.
There's still a bit of variation to go (haven't added blending shaders for the power fractals yet). I'll post a TGD when I've finished one shader. Camera height is 2m.
BB - I could see how the green could appear to be grass at a distance and with some cover brush / trees.
The blending fractals are very important - in my humble opinion. They will make the shaders more vivid.
In the files I uploaded in various threads, there is a group called 'Leaf Colour' - it might be interesting to explore:
Thanks Volker. I'll have a look at that.
Here is the image with fake stones added. I've left all of the nodes "exposed" for now until I sort out my own variation, but the idea of hiding them in a group is nifty. The group name makes them easier to find in the list of nodes. This can also be useful for hiding processing nodes in a clip while leaving input values/connections exposed in the group instead of moving all the processing nodes into 1 position.
[edit] uh oh.... every now and then when some gaps are filled the extra connections open the floodgates of ideas.... ;) The biggest problem with the grass in this image is possibly that is too even in height... Add an duplicate fake stones layer, increase the height, drop the density and increase the density variation and you have fractal undulations in the grass. But the best bit is definitely the savings in memory usage.
Screengrab 2 is a partial render with second fake stones layer so you can see the "blades" at the edge of the render (no extra breakup of density shader yet)[/edit]
I have something similar rendering right now....but as you can see...its taking awfully long time to render....
all done using functions....
Ohhh - it looks like I need a 48hours day! Your results look better than anythin I imagined!
It was much better than I imagined too. I had left out the blending shaders as I had also left out the low colour which was providing extra variation.... but yours works better. Running a render with a tree in it for some extra scale, although the grass will probably be a little short. I'm guessing at this stage that this could replace grass objects at around 50m which would be a big help.
I'm also using an experimental modification of my fill light setup adding a large (30 degrees) soft shadow to one light and removing 3 others. The tree will show how much tweaking is left to do.
Render times are longish, but not excessive, and there's no waiting for the populator which will be a big time saver for animations. I think that because the rocks are so thin that they still render relatively quickly comared to larger stones at this distance with displaced surfaces.
[Edit] watching the render now... :o so far so good. No arguments on the colour variation ;D[/edit]
wow, that rocks! really great work here, especially on the 'grass'. dhav, some damn nice grass patches :o
Here's a progress on my last render. I have some ideas for fixing my new fill light setup but that's another story.
Detail 1
AA 7
WOW!!! :o And this is fake grass!
That's what I said when I saw it ;) For certain grass types/camera angles I think this would be good enough to use without objects at all for animations by the time you take motion blur into account.
[edit] rather than take up more space in this thread I'll add the last test here. A slight change to the lighting. Nothing has changed in the fake stones clip though. There are two of them in this with the stone height being the only difference.[/edit]
very very good job !
Wow, this is some really fantastic stuff. This could be a very good way to add grass to an entire planet.
awesome stuff bigben!
just a little bragging from me here. the small displacement isn't as nearly as good as volker's work, same with colouring, but maybe someone can mix all this together and make a nice scene for a tutorial or so
Quote from: child@play on November 04, 2007, 09:28:31 AM
awesome stuff bigben!
just a little bragging from me here. the small displacement isn't as nearly as good as volker's work, same with colouring, but maybe someone can mix all this together and make a nice scene for a tutorial or so
how did you do that??....strata and perlin??
Quote from: dhavalmistry on November 03, 2007, 07:47:28 PM
I have something similar rendering right now....but as you can see...its taking awfully long time to render....
all done using functions....
This grass looks really nice so far. Definitely post the results for us. 8)
Oh I wish I had seen this one a few days ago :'(
I started experimenting with using very tall thin fake stones to make grass because I couldn't use objects or grass clumps as they would spill over the kerb. I am quite pleased with my fake grass, I got as far as adding a second layer to vary the height but see now how I can improve it quite a bit more ;)
The sphere is just there to give me a working scale, the trees need fixed although I may use different objects. I have an idea about improving the gravel but this was a test of the grass.
This looks quite nice :). I look forward to seeing where this one goes.
This reminds me of the man from U.N.C.L.E. for some reason. Cool beginning.
QuoteThis reminds me of the man from U.N.C.L.E. for some reason.
Which node do I use to open Channel D? ;D
LOL