My first contribution on this forum... all advices and comments are welcome !
The sand ripples are procedural (made with functions). I used the tutorials of D. Burnett, and worked a lot on the functions, to obtain these ripples.
One of my favorite image of all time !
excellent sand (best ever) and stones, love the light and the shadows, it really really looks real to me !
very good job Twiwine !
Really great sand and rocks. Good lighting too. Fantastic work.
Quite believable, even with the somewhat repeating pattern in the sand. Great lighting. Nice distribution of your rocks.
masterpiece, cool sand 8)
supreme work!
nothing here suggests that this is not a photograph!
Great sand and rocks, beautiful!
Nice scales and lighting as well.
A superb image!
Martin
To improve the realism I would like to add some shining effect on the rocks (especially under the sun). I tried to use a reflective shader... but with my poor old computer (Athlon 1900XP) it's nearly impossible to achieve the render.
To console - the reflective shader needs work and has been promised improvements in the coming Beta.
Did you turn raytracing off? I used a reflective shader in this render (http://fc01.deviantart.com/fs28/f/2008/101/5/d/Canyon_Pass_by_nvseal.jpg) and the render time really wasn't that bad. on 1.6 ghz, GI 2, and quality of 0.95
Great job! The dunes look great, and your rocks are very detailed without seeming unrealistically so. Great image overall - I look forward to seeing your future work.
Quote from: wiwine on April 17, 2008, 01:39:36 PM
To improve the realism I would like to add some shining effect on the rocks (especially under the sun). I tried to use a reflective shader... but with my poor old computer (Athlon 1900XP) it's nearly impossible to achieve the render.
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.
Thanks for the tips ! I will try that, for sure ! ;)
La grande classe !
this is a VERY nice render the sand looks amazing
i also love how you have dusted the rocks with a layer of sand as well
so overall a very realistic render well done!!!
p.s would you be able to post the link to the tutorial?
Quote from: lightning on April 17, 2008, 04:28:24 PM
p.s would you be able to post the link to the tutorial?
I first used the tutorials that you can find in the "Terragen 2 documentation". I'm actually thinking about my own tutorial for the sand ripples, but it's not ready yet.
Nice one Wiwine, the sand look so cool, nice rock distribution too, great work.
Quote from: wiwine on April 17, 2008, 04:49:29 PM
Quote from: lightning on April 17, 2008, 04:28:24 PM
p.s would you be able to post the link to the tutorial?
I first used the tutorials that you can find in the "Terragen 2 documentation". I'm actually thinking about my own tutorial for the sand ripples, but it's not ready yet.
oh that would be great ;D
Cool sand ripples.
Superb render, very believable.
Image of the week. Maybe even image of the month. One of the top TG2 renders seen so far. Enough said.
WOW. I'm waiting for the tuto!!!!!! ;D
Quote from: ro-nin on April 22, 2008, 06:32:01 PM
WOW. I'm waiting for the tuto!!!!!! ;D
Patience will translate it, we will do so in french hope in their mother tongue!
As you look for English!
Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PM
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.
Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.
Matt
Another use of functions (Voronoï), this time for the rocks.
I wanted to obtain some surfaces similar to those seen in the Hoggar (on the right).
greaaat success ^^
Wow, wiwine...nice art!
It's superb !
Quote from: Matt on April 23, 2008, 10:37:42 AM
Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PM
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.
Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.
Matt
Ah great, I wasn't aware of that kind of specific information about the working of the shader. Thanks a lot for that. That also explains the difference in rendering speed and probably also stability (since it seems I'm not able to render raytraced reflections most of the time).
Will the documentation be this detailled when TG2 will be released? That would be really helpfull.
Martin
Another great one.
Quote from: Tangled-Universe on April 24, 2008, 11:33:51 AM
Quote from: Matt on April 23, 2008, 10:37:42 AM
Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PM
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.
Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.
Matt
Ah great, I wasn't aware of that kind of specific information about the working of the shader. Thanks a lot for that. That also explains the difference in rendering speed and probably also stability (since it seems I'm not able to render raytraced reflections most of the time).
Will the documentation be this detailled when TG2 will be released? That would be really helpfull.
Martin
The Node Reference may ultimately contain that kind of detail eventually, but the general documentation can't hope to encompass all those kinds of things.
- Oshyan
2008 !!!!!! .... Toujours aussi impressionnant tes images !!! :)
Full marks for this. If this is your standard of work, then for heaven's sake, keep posting. You just lifted the bar!
rat.
never saw this one. Pretty darn nice.
Thanks ! :)
Unfortunately, I don't have much time for Terragen.
For a long time I worked on procedural realistic dunes, but I've never been able to get nice results (as nice as I wanted...)