errr...
what can I say ?
I know : render time 15h and no postwork at all :)
Love your terrains and shaders!
Excellent! :)
great one again, as expected ;)
Franck, the only thing that's not good is the spiky foreground rocks/fake stones.
In the background though, there is an awful lot of detail, that impresses me! also great light and atmo again!
Frank
Quote from: FrankB on June 26, 2009, 02:06:47 PM
Franck, the only thing that's not good is the spiky foreground rocks/fake stones.
yeah... i was thinking about err... mussels (i don't know if this is the right word). you know the little animals on the rocks when the sea go away... seashells ?
damn, i hate my english :(
not sure what it is but at the far edge of the water on the far right and left of frame there is a kind of grid like pattern...
nice start!
yes !!!
line bug on water... i get them very often...
impressive shading and lighting work!
Quote from: Seth on June 26, 2009, 02:43:12 PM
yes !!!
line bug on water... i get them very often...
wha are you talking about guys? I see no line... Damn, am I blind?
yes you are ;)
Great render, especially the background terrain. The foreground is a bit jaggy but it's really nice. :)
I can only see the lines on the water at the left hand side.
I get this very often aswell, and microvertex jittering doesn't seem to help me. ???
Is it to do with repeating fractal patterns? I tend to use small scaled water shaders, do you do the same, Franck?
I can't get rid of it either.
see attached for detailed view of far left and far right...[attach=#]
ugly isn't it ? ^^
@dandelO : I used the normal scale of waves (7 i think) for this one but the roughness is 0.01 (I usually use this roughness in my renders when i put water in them...)
you should get rid of them by moving the lake object (Oshyan told me that some month ago) but i am not sure it works
Yeh, I like the rugged nature of the terrain, and the patches of still water showing reflections. Maybe "barnacles" is the word you're after to describe the thingies that attach themselves to rocks and boat hulls. What's Planetside's take on these infuriating fan/gridlines in the water? Good work, Seth.
John
BARNACLES !!!
damn thanks ! ;D
Moules. Frite de la mere i'n'it.
The colour looks more like oysters though.
Really nice render. Great textures, and really good subtle colours. Looks like the sort of place you wouldn't want to paddle.
Seth, the fanlines happen on plane objects as well, I never use Lake objects for water.
As far as I know planes are not subdivided like the lake object is(it's just a disc, isn't it, without an inner radius setting? Not sure) this has been blamed for this problem before, it's not that that is making this happen, though.
The solution was supposed to be checking 'microvertex jittering' in the renderer. I don't see it helping. :(
This wee preview for one of my .tgd's uses a plane object for water... http://forums.planetside.co.uk/index.php?topic=4922.msg69547#msg69547
See them at the top? I'll rerender this again with 'MVJ', I'm not sure I rerendered this one at all to check.
I've also had this happen in my grass surface, on terrain. I think I've got an example.(I'll move the contents of this post to another forum if I can round up the files...)
i never had this problem with grass !
and to be honest, i never had the time to check the MJV solution but Martin was pretty positive about the result.
and yes the water is a disc (with a "max radius" setting), and i always use it because usually i create a scene, shaders, atmo, and then i hunt down my pov.... and sometimes, the definitive pov is faaaar away from the point i created the all scene
I have been scaling down the size of the water disk. It takes less render time to cover just the visible area. I have not seen the corn row effect in some time. I use water alot.
yes reducing water object radius is very good to reduce render time
I found that painting a mask where the land is, also cuts out a lot of unneccesary rendering too.
Quote from: Hetzen on June 26, 2009, 04:41:51 PM
I found that painting a mask where the land is, also cuts out a lot of unneccesary rendering too.
never tried... but that sounds logical... but i am not sure that it will not take me too much time to do it...
i mean, if i spent 1 hour to do some masking everywhere i want to reduce my render time about 1 hour... well i won't do it.
as i say very often, i am not a technician kind of guy, i use simple techniques and try to fool people making them believe they see something that sometimes is not here... so masks are very good but i manage to do a lots of stuff without them (so far) even if they are absolutely necessary sometimes ;)
All true enough, but you could use a surface layer with minimum altitude set to 1m higher than your water level as a mask..... No painting then. :)
Quote from: Hetzen on June 26, 2009, 04:55:23 PM
All true enough, but you could use a surface layer with minimum altitude set to 1m higher than your water level as a mask..... No painting then. :)
ingenious! Never occured to me before!
That's kind Frank. I think one of my prime motivations with this program is to find more efficient ways of achieving effects, so that animations don't run into the hours per frame, so that I can get TG into our workflow.
Ha! This place is cooking with little Easter eggs recently! I always overcomplicate it! :D
thanks for the tips ! ^^
Yeah, recently there are lot's of tips floating around here ;)
For me your LotsOfRocks looks like lots of roasted almonds ;D
i like the rocks in the water, they look like they could be sharp and slippery. ;)
(I went river kayaking today, and there were rocks kind of like that there)
Seth, is Micro-vertex jitter enabled in your renderer? If it is, can you please send me the .tgd so I can find out why the lines are still showing?
Matt
No Matt, it isn't.
I'll try to do this render again with MVJ enabled and I'll give the result right away.
thanks for jumping in !
before the re-render of the precedent version with MVJ enabled, I did some more advancement to this one and try another atmosphere, a clear atmosphere ^^
looking good as well! A little bit too sharp maybe.
Would love to see this rendered even larger.
Regards,
Frank
loving the displacements and pops.
Matt, no bug when rendering only the bugged part of water wen MVJ enable ;)
The patchiness of the water is also nice, kinda like the wind is blowing accross it in sections!!!
the water :o!!! amazing so realistic
Absolutely marvelous. This can easily be mistaken for a photo. One of the computer render groups on Flickr has a moderator who sends me dirty email. He thinks my Terragen 2 stuff is photographed. None of my stuff comes near to this. Post it to his group. Just for the fun of it. You'll love his message about 'This is a computer rendered group, blah, blah.' :)
Fantastic Franck! ;D I don't think it's too sharp, it's just...perfect.
The wind-patches in the water gives lovely variety of reflections in the water, a winner!
Quote from: njeneb on June 28, 2009, 08:39:15 AM
Absolutely marvelous. This can easily be mistaken for a photo. One of the computer render groups on Flickr has a moderator who sends me dirty email. He thinks my Terragen 2 stuff is photographed. None of my stuff comes near to this. Post it to his group. Just for the fun of it. You'll love his message about 'This is a computer rendered group, blah, blah.' :)
lol!
Stunning stuff again - I have to say I prefer the original, mind you :)
Both really nice renders, though I do prefer the 1st. It looks more "natural" to me, mainly cause of the lighting and atmo. Outstanding work. Have a gold star ;D
Miles
thanks all ^^
I do prefer the atmo of the 1st one too... but I wanted to show a different atmo on the same kind of render to show the different moods possible by simple tweaks ;)