Planetside Software Forums

General => Image Sharing => Topic started by: Klas on April 17, 2009, 03:15:50 AM

Title: Talus
Post by: Klas on April 17, 2009, 03:15:50 AM
(http://www.terralights.de/files/albums/userpics/10002/thumb_talus1280.jpg) (http://www.terralights.de/files/albums/userpics/10002/talus1280.jpg)

This was my entry for the Stone Desert contest (http://www.terragen-masters.de/modules.php?name=Contest&pid=4) on Terrgen Masters. (http://www.terragen-masters.de) No atmosphere or GI, but fill lights and a distance shader for coloring the background.
The image is based on an image from the television.
Title: Re: Talus
Post by: inkydigit on April 17, 2009, 03:24:16 AM
harsh looking environment.....excellent light/mood/realism!
Title: Re: Talus
Post by: Mohawk20 on April 17, 2009, 03:32:16 AM
Some stones look a bit too smooth, but other than that, great work!
Title: Re: Talus
Post by: schmeerlap on April 17, 2009, 05:02:35 AM
Yeh, unnatural edges and facets on some stones kinda jumps out at you. But, love the grey barrenness of the environment, and that stunted old world-weary tree sits very well, and is perfectly lit. Like it.

John
Title: Re: Talus
Post by: rcallicotte on April 17, 2009, 09:46:13 AM
Very nice.  The stones need a bit of shine to them to look realistic.  This could be done by putting a Reflective Shader at the end of the appropriate node(s).  But, I wouldn't leave the Ray Trace mode on in the Reflective Shader.
Title: Re: Talus
Post by: dandelO on April 17, 2009, 10:16:10 AM
QuoteBut, I wouldn't leave the Ray Trace mode on in the Reflective Shader.

Actually, leaving on raytracing in the reflective shader won't have too much impact on render time at all, until you start to increase 'reflection softness' that is. Then, it will go through the roof!

Sample quality for the reflective shader only affects soft reflections, changing it up or down without any softness factor has no difference.
Title: Re: Talus
Post by: arisdemos on April 17, 2009, 10:49:06 AM
Hallo Klas I have seen some discussion threads on this forum about talus pile ups being created at the base of one's rocky outcrops, and I am wondering if you used any of that info to develop this very nice image?  Also liked your textured bark on your Cyphress tree, is this a new map? 

While on the subject of this desert scene, I would like to know if you have ever made any attempt at creating any Xfrog sagebrush? I have made about 4-5 different age related types and then changed them to obj. format in preperation for getting a set of sage.tgos' ready, but the coloring of the bush/leaves has been very difficult and slowed down my progress.
Title: Re: Talus
Post by: Saurav on April 17, 2009, 06:46:53 PM
Great render, love the sense of depth. Others have said it already, the rocks looks too smooth but the rest is perfect.
Title: Re: Talus
Post by: darthvader on April 17, 2009, 06:55:54 PM
Perfect coloring on the tree!
Title: Re: Talus
Post by: Naoo on April 18, 2009, 05:11:07 AM
Hi

Klasse Klas!


ciao
Naoo
Title: Re: Talus
Post by: MacGyver on April 18, 2009, 11:48:41 AM
Da schließe ich mich an, der Baum kommt wunderbar zur Geltung! ;D
Title: Re: Talus
Post by: rcallicotte on April 19, 2009, 09:02:08 AM
Good to know.  I'll try this.


Quote from: dandelO on April 17, 2009, 10:16:10 AM
QuoteBut, I wouldn't leave the Ray Trace mode on in the Reflective Shader.

Actually, leaving on raytracing in the reflective shader won't have too much impact on render time at all, until you start to increase 'reflection softness' that is. Then, it will go through the roof!

Sample quality for the reflective shader only affects soft reflections, changing it up or down without any softness factor has no difference.