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General => Image Sharing => Topic started by: Hannes on January 24, 2021, 06:45:19 AM

Title: Ruins
Post by: Hannes on January 24, 2021, 06:45:19 AM
I found this nice (and free) photogrammetry model of the Peirene fountain in Corinth/Greece:
https://sketchfab.com/3d-models/peirene-fountain-corinth-greece-0e27dbeb0aec4ed9a5a4e56a7d1c1e94

I made a very primitive bumpmap (just a B/W version of the actual texture map) and did some tests with sunny weather conditions which looked nice, but I eventually tried my hollow hemisphere method to get a nice overcast look, which looked a bit more interesting to me. I added some bushes using a map as distribution mask (I extracted the green areas of the original texture map and made them white and the rest black).
I also decided to create some puddles to make it look as if it had rained a lot during the last days. Additionally I used a color adjust shader to make the wet areas of the ruin darker.
Title: Re: Ruins
Post by: Tangled-Universe on January 24, 2021, 06:53:25 AM
Looks really cool Hannes :) 
I like that you added water in the scene as I think ruins often get flooded and this gives it a realistic touch.
The water is a bit clear though? After fresh rain dust is mixed into the water giving it a muddy look and as water settles in the ruin, as it cannot be drained, the water will still look a bit muddy.
What you could try is adding some algae/slime/crap layer on the ruins which are under water? If you play with the colours of that layer and with water decay colour being different you can get very interesting effects.
Else I think you did a terrific job and it's really nicely rendered and post-processed.
Can you tell me where I can read more about your hollow hemisphere method?
Title: Re: Ruins
Post by: Kadri on January 24, 2021, 07:07:11 AM
Looks good Hannes.
Title: Re: Ruins
Post by: Hannes on January 24, 2021, 07:27:22 AM
Thanks for your comments, guys.
Martin, yes, I thought about adding some algae and stuff like you said. I'll see, what can be done.

My method is fairly simple. I place a hollow hemisphere over my scene, uncheck "cast shadows" and apply a selfilluminating white color to it (or an image map if you like). After I have disabled the sun I adjust the value of selfillumination until it's bright enough. Makes a nice overcast type of light, and as far as I can tell, it renders faster than a real overcast sky with real clouds.
This all looks best with the path tracer!!!!
Title: Re: Ruins
Post by: Dune on January 24, 2021, 08:26:18 AM
Wow, this is really cool! Inspirational!
Title: Re: Ruins
Post by: Hannes on January 24, 2021, 11:50:06 AM
A little bit more murky water, but not too much and some greenish algae stuff. It's very subtle, but I didn't want to exaggerate here.
Title: Re: Ruins
Post by: Tangled-Universe on January 24, 2021, 04:35:50 PM
Very nice Hannes!
And thanks for explaining the hemisphere method.
Do you think this would also work with the background node inverted?
Title: Re: Ruins
Post by: Hannes on January 24, 2021, 05:54:30 PM
Thanks, Martin!!
I don't know. Is the background something like a hemisphere? Maybe it's worth a try. Tomorrow... ;)
Title: Re: Ruins
Post by: cocateho26 on January 24, 2021, 08:23:25 PM
Honestly if I didn't already know this was a render I wouldn't have guessed.
Title: Re: Ruins
Post by: DocCharly65 on January 25, 2021, 02:40:03 AM
That is very nice and so cool!
Title: Re: Ruins
Post by: mhaze on January 25, 2021, 05:12:32 AM
Excellent.
Title: Re: Ruins
Post by: Hannes on January 25, 2021, 05:16:04 AM
Quote from: Tangled-Universe on January 24, 2021, 04:35:50 PMDo you think this would also work with the background node inverted?
Actually it seems to be working, and it doesn't need to be inverted. Strange, that the result doesn't show up in the RTP. And besides it only illuminates terrain or object with the PT.
Title: Re: Ruins
Post by: Hannes on January 25, 2021, 06:49:40 AM
Rendering with an imported hollow hemisphere seems to be faster than using the background node. Maybe because of the size. In my scene I used a hemisphere that just covers the area of the object, while the background sphere is larger than the planet.
It may not be a huge difference when you render at small sizes. Rendering at 800X450 px I had 8.34 minutes with the imported hemisphere and 9.56 minutes using the background node. But at higher resolution this might be a big difference.
Title: Re: Ruins
Post by: sboerner on January 25, 2021, 11:34:49 AM
Amazing. How much manual editing on the foliage? Any?
Title: Re: Ruins
Post by: Hannes on January 25, 2021, 11:39:54 AM
Thanks Steve! Manual editing? I guess I moved one or two instances of the population to cover some of the green stuff that was scanned with the ruin model (and looked nasty), if that's what you mean.
Title: Re: Ruins
Post by: Hannes on January 25, 2021, 01:43:05 PM
Just some (Quixel-) groundstuff added to the water using a mix of PFs and a painted shader for distribution.
Title: Re: Ruins
Post by: DocCharly65 on January 25, 2021, 04:35:35 PM
...always when I think, it can't be done better, you have another idea and it is better :)
Title: Re: Ruins
Post by: WAS on January 25, 2021, 05:09:52 PM
This an asset pack or photogrammetry scene?  Looks really nice.
Title: Re: Ruins
Post by: Dune on January 26, 2021, 02:23:19 AM
Great update!
Title: Re: Ruins
Post by: Hannes on January 26, 2021, 03:59:36 AM
Thanks again, guys!! :) :) :)


Quote from: WAS on January 25, 2021, 05:09:52 PMThis an asset pack or photogrammetry scene? 


You mean the ruins? It's photogrammetry I guess. The link to it is in the first post of this thread. The stuff on the water is some groundstuff by Quixel as populations.
For some reason I wasn't able to populate directly on the water plane although it was accessible in the "Anchor" tab. So I made an invisible plane ("Visible to other rays" unchecked) at the same position as the lake object and used this as anchor.
Title: Re: Ruins
Post by: Dune on January 26, 2021, 06:03:39 AM
Did you use the lake? You can't populate on that, I found the same. So I always use a sphere.
Title: Re: Ruins
Post by: Hannes on January 26, 2021, 06:15:05 AM
Yes, I used the lake object. I scaled it down to a bit larger than the ruin. I could have used the additional plane as water in the end, but honestly I didn't think of that. Maybe next time... ;)
Title: Re: Ruins
Post by: sboerner on January 26, 2021, 10:39:24 AM
Yes, that's what I meant. Just curious. Beautiful work.
Title: Re: Ruins
Post by: Tangled-Universe on January 27, 2021, 03:10:02 PM
Nice touches in that last update Hannes :)
Title: Re: Ruins
Post by: WAS on January 27, 2021, 03:35:55 PM
Oh wow, I got to this on the second page apparently. Didn't even notice. Going to check that out.