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General => Image Sharing => Topic started by: schmeerlap on June 10, 2009, 06:59:13 PM

Title: Mount Ferrero Rochet
Post by: schmeerlap on June 10, 2009, 06:59:13 PM
Sorry, just had to call it that. The excellent free tank model is by Thor Danielsen aka Originalmoron. He made it in AC3d and it was in 3ds format, So I had to convert it to the obj format before importing it into T2.
Just wondering if Planetside plan to add more 3d formats like 3ds for importing objects.

John
Title: Re: Mount Ferrero Rochet
Post by: EoinArmstrong on June 11, 2009, 03:13:03 AM
Nice conceptual terrain and colours.  Needs higher detail setting and AA mind you...
Title: Re: Mount Ferrero Rochet
Post by: darthvader on June 11, 2009, 03:27:08 AM
I like the rock tower in the background, it definately looks like some sort of villain would live there.
Title: Re: Mount Ferrero Rochet
Post by: schmeerlap on June 11, 2009, 05:45:34 AM
First an addendum to my above upload: The detailed displacement on the mountain comes from a customised version of Mr_Lamppost's clip file "Quick Voronoi Cracks".

Yep, I was anticipating a comment re the horizontal noise lines on the near to mid flat terrain; a combination of the detailed ground with small fake stones and the low-angled pov. Below are some of the render settings I used:
Detail = 0.9, AA = 9, GI Rel Detail = 2, GI Samp Quality = 3, Detail Blur on default 8, Supersamp Prepass checked.
On the Extra tab: Pixel Filter = Mitch-Net, AA Bloom checked, Detail Blending = 0.

I know the noise would have all but disappeared if I'd used the Cubic B-Spline pixel filter. However I don't like using this filter as it softens the render too much for my liking. I'll try upping the AA to something like 12, and the GI Rel Detail to 3, and GI Samp Quality to 4 on a crop render to see if that makes a difference.

Does anyone know if the Blending Detail control on the Extra tab will help eradicate such noise?
Any other advice on this matter will be appreciated.

John.
Title: Re: Mount Ferrero Rochet
Post by: dandelO on June 11, 2009, 10:23:26 AM
Oh, Ambassador! Weez zees Ferrero Rocher you are really spoiling us!

Love this, very cool. I like what appears to be previous track-marks in the near-to-midground, you should leave them.
Title: Re: Mount Ferrero Rochet
Post by: dandelO on June 11, 2009, 10:26:07 AM
A level of 1 for detail blending usually doubles my render time from a level of 0.
It does look a bit nicer with some blending, though. I think it would soften the foreground up a bit.
Title: Re: Mount Ferrero Rochet
Post by: schmeerlap on June 11, 2009, 12:24:42 PM
Quote from: dandelO on June 11, 2009, 10:23:26 AM
I like what appears to be previous track-marks in the near-to-midground, you should leave them.

Ah, those are deliberate and come from the Strata & Outcrops Shader I used. Yeh, they're staying; they also contribute to perspective focus directed towards the confectionary mountain. I thought Eoin was referring to the wee bits of horizontal break-up noise you get with oversharpened jpegs (btw I didn't do any post Terragen sharpening with this scene).
And thanks for the Detail Blending advice.

John
Title: Re: Mount Ferrero Rochet
Post by: dandelO on June 11, 2009, 03:01:02 PM
I never use detail blending anymore. I used to lower it before it was defaulted to off. I never lowered it as far as '0', though, I thought that would be counter productive, turned out it wasn't.

And I thought those tracks were what you meant by the noise-lines you mentioned, I'm glad they're staying then. :)
Title: Re: Mount Ferrero Rochet
Post by: rcallicotte on June 11, 2009, 03:28:52 PM
I like the concept, colors, POV...but, I'm wondering, are you using images for your ground textures?  If so, I see a pattern.
Title: Re: Mount Ferrero Rochet
Post by: efflux on June 11, 2009, 08:30:38 PM
I like the distant hill.
Title: Re: Mount Ferrero Rochet
Post by: schmeerlap on June 12, 2009, 05:04:59 AM
Quote from: calico on June 11, 2009, 03:28:52 PM
are you using images for your ground textures?  If so, I see a pattern.

No image maps used for ground texture, all procedural. Any pattern your eye detects is possibly from the Strata and Outcrops shader I used (that's where the directional lines come from). I blended this with a power fractal to break it up, and maybe I should've increased the contrast or biased it towards the dark side to increase the break up and dampening effect of the power fractal. Though I did use a greyscale image map as a mask on the main power fractal terrain to isolate that sweetie mountain.

John
Title: Re: Mount Ferrero Rochet
Post by: MacGyver on June 12, 2009, 05:05:42 AM
Sweet render :D But I wonder, what's the tank doing? Will he destroy sugary mount rocher? :o
Title: Re: Mount Ferrero Rochet
Post by: schmeerlap on June 12, 2009, 03:39:07 PM
Quote from: MacGyver on June 12, 2009, 05:05:42 AM
what's the tank doing? Will he destroy sugary mount rocher? :o

Well it could be a kind of Kelly's Heroes or Three Kings scenario where a bunch of likely lads drift off on a private enterprise mission in the middle of a war, after one of them is told about a fabled golden mountain. Yeh, they'll fire a couple of shells into it to break up the gold a bit, to make it easier to haul off. Only they get rained on by a deluge of chocolate shrapnel. Will they recover from their disappointment and live happily ever after? Who knows? There's a film in there somewhere, but it'll need a better scriptwriter than yours truly.

John
Title: Re: Mount Ferrero Rochet
Post by: rcallicotte on June 12, 2009, 04:03:28 PM
Cool.  I do see a pattern, but I like your texturing and coloring.  It's different than usual, which is refreshing.


Quote from: schmeerlap on June 12, 2009, 05:04:59 AM
Quote from: calico on June 11, 2009, 03:28:52 PM
are you using images for your ground textures?  If so, I see a pattern.

No image maps used for ground texture, all procedural. Any pattern your eye detects is possibly from the Strata and Outcrops shader I used (that's where the directional lines come from). I blended this with a power fractal to break it up, and maybe I should've increased the contrast or biased it towards the dark side to increase the break up and dampening effect of the power fractal. Though I did use a greyscale image map as a mask on the main power fractal terrain to isolate that sweetie mountain.

John
Title: Re: Mount Ferrero Rochet
Post by: MacGyver on June 12, 2009, 04:13:37 PM
Quote from: schmeerlap on June 12, 2009, 03:39:07 PM
Quote from: MacGyver on June 12, 2009, 05:05:42 AM
what's the tank doing? Will he destroy sugary mount rocher? :o

Well it could be a kind of Kelly's Heroes or Three Kings scenario where a bunch of likely lads drift off on a private enterprise mission in the middle of a war, after one of them is told about a fabled golden mountain. Yeh, they'll fire a couple of shells into it to break up the gold a bit, to make it easier to haul off. Only they get rained on by a deluge of chocolate shrapnel. Will they recover from their disappointment and live happily ever after? Who knows? There's a film in there somewhere, but it'll need a better scriptwriter than yours truly.

John

You'd have my 8 bucks for the movie! ;)
Title: Re: Mount Ferrero Rochet
Post by: Hetzen on June 12, 2009, 05:52:46 PM
Quote from: schmeerlap on June 12, 2009, 03:39:07 PM
Quote from: MacGyver on June 12, 2009, 05:05:42 AM
what's the tank doing? Will he destroy sugary mount rocher? :o

Well it could be a kind of Kelly's Heroes or Three Kings scenario where a bunch of likely lads drift off on a private enterprise mission in the middle of a war, after one of them is told about a fabled golden mountain. Yeh, they'll fire a couple of shells into it to break up the gold a bit, to make it easier to haul off. Only they get rained on by a deluge of chocolate shrapnel. Will they recover from their disappointment and live happily ever after? Who knows? There's a film in there somewhere, but it'll need a better scriptwriter than yours truly.

John

I think the APC's gonna' need bigger guns! I hear the ambassador is known for being a bit of a bastard. >:(

I like the control you've got in the distribution of the perlin lumps. Did you use a clamped power fractal to influence it's displacment, rather than blending?
Title: Re: Mount Ferrero Rochet
Post by: schmeerlap on June 14, 2009, 05:39:50 AM
Quote from: Hetzen on June 12, 2009, 05:52:46 PM
I like the control you've got in the distribution of the perlin lumps. Did you use a clamped power fractal to influence it's displacment, rather than blending?

The distribution of the "perlin" lumps was controlled using a patterned greyscale image shader as a blending shader (repeat and flip checked). Actually the same image map as used to isolate the mountain from the main power fractal terrain; with a far larger scaling of course, and not repeated. The displacement of the "perlin" lumps (which I was surprised to see when I re-viewed it for this reply were actually "perlin ridges") were constrained simply with medium displacement roughness and a low setting for displacement spike limit. No extra shader applied for clamping.

John