So the problem is that when the contrail enters the atmosphere it puffs out and gets distorted from the contrail mask. I've tried changing the density, cloud fractal and coverage adjust settings but nothing works. Is there any way to get rid of this?
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Very nice work so far - it looks like you're doing something similar to what I was working on. However, this bulging is quite bizarre. Have you checked to make sure that you have base wispiness/softness set to zero? Are there any other density fractals acting here? A shot of your node setup and/or a clip file might help clear things up.
Looks great to me and at first I was wondering "How did he get it to blur just at the right place?" Render it BIGGER err please :)
Richard
<edit> looking at it again I'd like to see some sort if sonic boom shock wave as it enters the atmosphere, maybe a couple of rings emanating from the point of atmospheric entry. </edit>
I like the atmo-distorted effect of the contrail here, it looks like it should do that when coming into the atmosphere.
I posted that question over at Ashundar awhile back. The TG team scratched their heads and we agreed to call it a feature :-)
I found that really extending the cloud layer and only working in a small part of it the feature dissappears. (i.e. If I want to work within 0M to 1000M I set my cloud layer so it runs from -1000M to 2000M or something like that.
Is this supposed to be a Meteor or a Comet? A meteor wouldn't have a contrail until it entered the atmosphere, a comet on the other-hand would. Great image by the way. :)
Here is the node screenshot. The clipfile is just the standard contrail version 3 by Ogre (thank you very much for making it ;D) available over at ashundar. While there are other density fractals in the image none of them are modifying the contrail...I may just have to make the cloud layer even taller than it's currently huge 200,000 meters.
If course I will render this bigger but you'll have to give me a little time, I'm not nvseal si I can't whip out amazing planets like it's nothing ;D
http://www.ashundar.com/index.php?topic=4372.msg35515#msg35515
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Oh and I guess it could be a comet ;) it doesn't really matter, we just want some destruction!!! :D
Quote from: darthvader on October 21, 2008, 12:21:36 PM
Oh and I guess it could be a comet ;) it doesn't really matter, we just want some destruction!!! :D
Understood ;D
Just outa curiosity have you tried a render with "Enable ray traced shadows" OFF ? Prob nothing but it only takes 10min to find out.
Richard
ray-traced shadows were off in that render...I don't know why I have the shadow, but Ogre's suggestion of increasing the depth of the cloud seems to have worked
I agree with what the others said. Great image and I think that bow-out adds a needed touch! Its like some type of shock explosion point which would likely happen. Though I know its not fully under control, I feel you should keep it in the image.
The shadow is from the cloud, not the actual atmosphere, although, it shows in the atmo' because sunlight being occluded by clouds casts shadows across it. Ray-traced atmosphere shadows are easily faked(not in all circumstances, obviously) with some well placed invisible clouds... Like my wee meta-cloud objects, for instance. ;)
I don't know if your system can handle it but you could always start two more contrails from the blur down to indicate a split up with two smaller impacts.
I have some good news and bad news, the good news is that I started to like the puffy-ness where it hit the atmosphere, the bad news is that once I got rid of it I can't get it back, so I've compromised and made a puffier contrail. As for Mandrake's idea of multiple impactes...I really like it, and I'll see what I can cook up.
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here's where i'm going with the multiple impact idea, sorry for the low quality but the multiple contrail masks make the render slow to a crawl. At 600x240 pixels and at .3 detail this took almost 80 minutes!
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I don't know what is causing the "shadows" in the clouds, so I may have to fiddle around with the sun a bit
I've just thought of a feature for the post beta releases. A rule vacuum. Something like the new painter tool where you can omit certain things from your scene such as shadows which don't work in your scene but can't be turned off. In this render you can't simply turn shadows off as everything would go really bright, which is obviously not what you want.
Nice work on this. I liked the original just fine.
Don't over-think it. This looks good to begin with.
So I thought to myself "it sure is boring with these comets impacting a flat grey world...there's just no massive destruction" so I worked on the planet a bit. I think the texture are pretty much finalized but the small clouds need some work, no dust trails on this one since they shoot render times through the roof.
Detail: .5
AA: 3
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Back the camera (back) a smidge and add Ogre's trail, still think the split would be nice.. Looks Great!!
Looks very cool! I do miss the trails though. If you're having problems with render time, I can probably help. ;)
- Oshyan
Looks great :D and resembles from above what's going on with my "Nuclear Fire" image ;)
What I could imagine would be a nice to have, though not ultimately necessary would be some mushroom-like explosions or a shockwave in the atmosphere - ok, this is just purely hypothetical, I got carried away in a daydream :-[
You made great progress with this concept, I'm really looking forward to what it turns out to be :)
Here it is with the trails (they really do help) I think i'm going to make the trails thinner...or the explosions bigger ;D Also I think I will add at least several craters to mark where other asteroids/comets have hit in the same whirlwind of planetary disaster. As always C&C is welcome and appreciated.
Detail: .6
AA: 4
Render Time: 8 hours 28 minutes
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Beauty, don't scale the trails down, it's the moment of impact or just before, looks good to me. You could do a few different renders blended together with slightly different cloud colors on each, to make them look more.... mmm volatile, bad word maybe.
Oracular perhaps, almost ominous. I think the trails do need to be a bit thinner or maybe just a bit more erratic. Dissepating towards the background.
Agreed, a tad thinner on the trails. But otherwise this is looking great.
- Oshyan
You're da man!
(You really act like Darth Vader too... :o ;))
...and then animate!! ;D
Nice work!
Quote from: calico on October 27, 2008, 09:55:03 AM
...and then animate!! ;D
Nice work!
That wouldn't be too hard, although it's a bit tricky to get a realistic camera shake on impact with the current controls.
Actually, animateing it would be terribly difficult seeing as how I lack the animation package ;)
Ooooh. ::)
Now, to find some business person who thinks this is worth buying you that animation version...sort of like a trade. So much $$ and the animation package for your high-grade animation of the cataclysmic Earth.
Quote from: darthvader on October 27, 2008, 12:21:11 PM
Actually, animateing it would be terribly difficult seeing as how I lack the animation package ;)
Ah, but here's your savior, your Lassie ;)
I can try my hand on that, maybe add it to the end of my Genesis project (see this thread on Ashundar: http://www.ashundar.com/index.php?topic=4533.0 ).
that would be ironic, a planet brought to life by a comet only to get's butt kicked by some more of the same ;)
Actually it's more like a Genesis Ray (seen too much Star Trek ;)), but a comet can work as well...
here is the big finalish one...for now. I want to improve on the back to trails to make them denser and more like the front one, but beyond thay I am please with the way it turned out.
Detail: .8
AA: 12
Render Time 27 hours 51 minutes
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WOW!!! awesome picture dude
Looks great! I love the craters. ;D Some parts of the trails look a little noisy though. Maybe cloud or atmosphere quality (sample) settings?
- Oshyan
Cool work, darth.
thanks ;D
This is very impressive. Keep up the good work :)
Incredible render!!
Altough the "puffy" section of the trail in the 1st image looked beautiful and very realistic... ::)
Excellent work, and great resolution demonstrated in getting it right. But don't do it too often; I survived this attack, but only have a finite number of lives.
John
good idea and nice render ^^