Someday I'll get it right. Just need to keep on...
A procedural terrain; Cumulus Humilis clouds and rock bed files from FrankB; vegetation files from lightning; and, the leafless red oak trees by Mr_Miley.
The terrain would not take populations; so, all vegetation are individual objects.
Are the rocks meant to look wet?
The atmo looks good, good overall feel to the image.
Iain
I love it! You really captured the lighting very nicely in this, and also the plants come out very well. Too bad for the one exploded dude on the near left. I would simply copy brush it away in post. In case you are planning to do a second iteration, I would reduce the reflectivity a bit, also reduce the density of the bigger stones (but that's just me).
Why wouldn't the terrain take populations? The only thing where that occurs and, I discovered lately, is that when your procedural terrain fades out through a blended distance shader, the population won't sit on the terrain. Is that what you do in your image? Otherwise, it should work.
Anyway, this image is beautiful, thanks for showing it!
Cheers,
Frank
Nicely constructed scene. It's frustrating when a fake stone explodes on you like that. Hope Planetside can do (or have done) something about this problem by final release. Larger fake stones seem to end abruptly between the two trees (may just be some dead ground beyond giving this impression). Wish I knew why pops wouldn't take.
John
I also think it's a great image -v. atmospheric.
very good one !
realistic render (except for the exploding fake stone)
Very good, Chronr.
I wonder if the exploding fake stones is a bug or if there is a logical way to avoid these.
there are a lot of exploding stones there... that's strange !
did you tried to disable the fake stones one by one to see wich one is "buggy" ? it seems to be the small ones but i can't be sure :)
Quote from: FrankB on March 26, 2009, 03:21:06 AM
I love it! You really captured the lighting very nicely in this, and also the plants come out very well. Too bad for the one exploded dude on the near left. I would simply copy brush it away in post. In case you are planning to do a second iteration, I would reduce the reflectivity a bit, also reduce the density of the bigger stones (but that's just me).
Why wouldn't the terrain take populations? The only thing where that occurs and, I discovered lately, is that when your procedural terrain fades out through a blended distance shader, the population won't sit on the terrain. Is that what you do in your image? Otherwise, it should work.
Anyway, this image is beautiful, thanks for showing it!
Cheers,
Frank
Thanks Frank and everyone visiting the image. I have no idea why the terrain wouldn't take populations. I have run into this before; and, usually wind up adding individual objects. Even then, sometimes these object won't sit on terrain; and, I keep trying until one eventually comes out correctly.
Bob
I usually use the last node to plug into my populations and this almost always works. But, the exploding fake stones is somewhat beyond me.
Quote from: calico on March 27, 2009, 10:51:53 PM
I usually use the last node to plug into my populations and this almost always works. But, the exploding fake stones is somewhat beyond me.
Hi Calico,
That is what I have tried and used successfully in other projects with no problem - but, this terrain will not accept a population. Also, the one I am working on now has the same problem (a different terrain). The only positive thing is that with individual objects, you can usually put them where you want them.
As for the exploding rocks, I just use my imagination and get myself thinking they are holes created my burrowing bugs ...lol.
Bob
Quote from: choronr on March 27, 2009, 11:07:23 PM
I just use my imagination and get myself thinking they are holes created my burrowing bugs ...lol.
The helpful type of bugs of course