Hi,
here's a close-up on Walli's DNW flower. Thank you Walli, great little plant for close-up. I admire how much detail you have crammed into the leaves in particular!
Using the NWDA fake stone tech pack, and Walli's grass and the DNW plant. "Depth of Field" mask rendered in TG2 using TU's tutorial (http://nwda.webnode.com/news/creating-a-dof-in-tg2/ ). Some touch ups on levels and colors in GIMP.
Hope you like it. Comments are welcome as always :)
Cheers,
Frank
[EDIT] New DOF Mask applied
The flower is great, the detail is great, the stones are great too ... but whats happening with the DOF around the flower stem and petals? Also looks like the shadows on the leaves are part of the image map, rather than generated by the displacement and lighting.
Sorry to be picky ....
:)
richard
The details are incredible! But Richard is right there is something odd about your DOF mask. Did you perhaps render the depth mask at lower detail levels?
hm.. yeah, the DOF mask didn't match the render 100%. For speed reasons, I have removed all the little stones for rendering the DOF mask. Apparently (I should have known that), this has altered the ground level slightly, so the plant were rendered a few millimeters lower.
I fixed it in post as good as I could (see image in first post again), but I will render a more accurate DOF mask later on.
Cheers,
Frank
Aside from the DOF problem, This is really impressive Frank. Get that addressed and it's a great illustration of TG's capabilities.
wow, great render!
I think I have to get some of those packs as they really get some nice stuff out of TG.
best,
Walli
Wonderful work, Bravo Franck!
lots of good things happening here!
Oh no, why is my DNW flower not beautiful?
Just loaded and rendered and this is what I got, do I need to fix something?
hmm, what were your render settings?
Very nice, Frank - and thanks Walli for this detailed plant. I don't know what DOF means, though (must I?).
Depth Of Field (cheers)
Quote from: Walli on April 30, 2009, 04:47:06 PM
hmm, what were your render settings?
Detail: 0.5
AA: 0.5
Everything else default. Didn't do anything with the object at all. I've tried the first and second object and both have the white colour problem.
Quote from: matrix2003 on April 30, 2009, 05:06:21 PM
Depth Of Field (cheers)
Thanks a bunch. Have to get used to these abbreviations. :-)
Reck: I can't see any reason why you would lower the AA to anything less than 3. If you have the full version I would suggest that an AA of 6 would be a typical minimum to use on any scene. Generally when it comes to vegetation the more AA the better it will look unless you are going for a certain look.
Quote from: RArcher on April 30, 2009, 05:19:28 PM
Reck: I can't see any reason why you would lower the AA to anything less than 3. If you have the full version I would suggest that an AA of 6 would be a typical minimum to use on any scene. Generally when it comes to vegetation the more AA the better it will look unless you are going for a certain look.
Sorry my mistake, AA was set to 5, not 0.5.
I think I know what went wrong here...
The image mask seems to let a little bit of white edge of the leaf texture show. That combined with what I presume is standard specularity of 1? (I noticed it on the edges of the leaves of Franks render) will result in bright white spots, in your case enhanced with AA bloom I think.
Try what happens if you turn off the specularity entirely...
As a rule I always make the white area of the masked leaf image the same colours as the rest of the leaf as in the image below. This "hides" any miss matching of the mask.
:)
richard
thank you for the comments, all :)
It seems you are interested in the render settings. Here they come:
- detail 0.9
- GI 2/2, GI Blur 2, GI Detail = on
- AA 12, AA Mitchell-Netravali, AA Bloom = on
- Soft shadows, default values
- population quality = very high
@ Mohawk: I think you are mistaken. I had removed a few layers of fake stones for the DOF mask render. This has lowered the terrain of course, so the plants were all rendered a bit lower too. Hence, the DOF mask would not fit perfectly. I have re-rendered the DOF mask now. Will apply it probably tomorrow.
@ Walli: Do you have more super high quality models like this? I would *love* to do more close up and macro renders, if only the models I have were more detailed. None of the xfrog ground cover models I have tried yet have that level of detail in leaf texture and displacement. Same for the trees with braod leaves... they all look so flat and CG from close up.
Cheers,
Frank
Quote from: cyphyr on April 30, 2009, 07:05:25 PM
As a rule I always make the white area of the masked leaf image the same colours as the rest of the leaf as in the image below. This "hides" any miss matching of the mask.
:)
richard
sorry, but thats wrong. If a renderer supports premultiplied alpha, then there´s no issue. Its really bad to try to hide egdes with "same color technique" as for many textures this can´t work well. BUT: its a very old model and I am going to check the alpha channel, as I might have done something wrong back then.
Its like I assumed, the texture has been made in my pre-premultiplied time ;-)
I replaced the zip with a new texture.
Cool image Frank, this reminds me of one of Saurav's works (the Guave plant).
Looking forward to see the new DOF being applied.
Regarding the alpha-channels: when I'm not sure if the alpha channel is ok I always select the white part, shrink it by 1 or 2 pixels and then I apply the mask to the diffuse color map. Then I save and use them both separately, never have troubles then.
Martin
I don't even know what you are talking about with the alpha mask shining through or something :D
Really, I have no clue what you're seeing there.
Cheers,
Frank
Just added the final version to the first post - check it out (http://forums.planetside.co.uk/index.php?topic=6264.msg66123#msg66123). The DOF mask sits well now.
Cheers,
Frank
Quote from: Walli on May 01, 2009, 03:51:36 AM
Its like I assumed, the texture has been made in my pre-premultiplied time ;-)
I replaced the zip with a new texture.
Thanks Walli, just rendered with the new model and the white bits have gone now.
good to hear.!
Agree with buzzzzz, this is great work.
The new version is looking great.
The DNW flower with displacement ;D
I created the displacement image with Shadermap Pro.
Also included in the zip file is an opacity image.
/edit: The displacement multiplier is set to -0.03843
Ahhh, that's what I was missing. It's perfect now!
looks good... although the displacement is a tad too strong.