i tried this to post in Ashundar's AMFI...
i hope you'll like it and that you can give me advices (as usual) to improve it ;D
(http://i21.servimg.com/u/f21/10/05/42/42/tibet_10.jpg)
The terrain and POV lend a sense of grandeur to the image, and it looks very nice indeed. I'm not a fan on the clouds, and the surfacing needs work (especially the snow and grass work) but other than that it could well be a winner.
ok i'll work on the textures of the grass and snow !
at the begining i didn't even want to put clouds on... but i thought light cirrus might match the picture...
perhaps you're right about them... i dunno yet ^^
I agree with ProjectX about the surfaces but the terrain is good and should yield some more dramatic POVs, actually better than the one you have chosen. I like these kinds of clouds but whether they fit the scene or not is another matter. I think they're probably OK. The grass surface makes the scale look too small in my opinion.
I like it. Realistic.
Hi Seth93 you can continue to work on it and upload it after the AMFI for September is over if you would like, but there can only be one submission per member per contest as is laid out quite clearly in the rules for the AMFI contest.
Regards to you
Cyber-Angel (AMFI Contest Moderator) ;D
ok, i change the POV and change the snow a little bit...
and as i am a bad cheater : as i had so many problem with the grass surface... i add some fog ^^
my question is : how can i have a nice thick fluffy snow ? ???
(http://i21.servimg.com/u/f21/10/05/42/42/montag10.jpg)
That image is strikingly beautiful as it is. This is an amazing render.
EDIT: I don't agree, but some peeps at ashundar think you should randomize the twist and shear a bit. I like the shapes created with the uniform twist and shear, but I'll tell you how to randomize it so you can experiment.
In the place where your twist and shear shader was, plug a distribution shader (if your twist and shear was after the compute terrain - move it up so it is before it) and don't change any of the settings. Plug the end of the distribution shader into the next node (or compute terrain, if the twist and shear used to be applied after the compute terrain). Plug the twist and shear into the distribution shader's child shaders node, remove any inputs from the compute terrain. The twist and shear shader will now only act on the areas designated by the distribution shader which, at the moment, is all of them. Turn on fractal breakup. Play with the fractal breakup shader (you won't need many octaves for this, also increase the overall fractal feature sizes and lower the colour roughness while you're at it) and change the coverage setting in the distribution shader. Randomize the seed a couple of times until you get a nice distribution of twisted and not twisted.
For bonus points you could add another twist and shear pointing in the opposite direction, and use a negative of the fractal breakup shader for the first twist and shear to control it's location. then you'd get mountains pointing in opposite directions to varying degrees.
Oh, how nice!
The low clouds/fog and the combination with the darker sky makes it look more high altitude than the first version.
Cool!
The second one is very good. I like it a lot.
thanks a lot guys !
i'll do as you said ProjectX ! i never used the distribution shader so it will be a good exercise !
I like the second one....
Cool. Better Pov with much more mood. Low clouds obviously add a lot as well.
Seth, there are a lot of tutorials about thick snow. Find the one from Lucio. I can't find it for some odd reason. I'll look some more and post the result here.
Found it! - http://forums.planetside.co.uk/index.php?topic=753.0
woah cool !!! thanks calico !