Hi
Last Year (befor Terragen ;) ) I made this image with Bryce.
Here You see the first step to do it better in TG.
Ideas are wellcome...
ciao
Naoo
PS: Fluke made in Blender.
PPS: Idea from an old Image.
Well, the obvious suggestion is to include some terrain - some nice cliffs perhaps? Placing and scaling them so as to add interest to the image, given the dominance of the tail, might be a challenge. Perhaps you might need to pull back from the tail a bit to give room for other features.
I think Dominic's suggestions are good. Zoom out a little and think of how you can add e.g. a far away island or cliff, birds....
I like the composition as it is now, for me it doesn't need the cliffs etc. Whats missing for me is the reflective shader on the tail and some details on the skin.
Right, details like pocks and scars. And perhaps some foamy, rougher water around the tail.
same suggestion as Dune & Saurav some wetness on the tail...
I will echo the previous three posts :) I like the idea of this piece; it's really unique and different fom what normally is seen.
i agree with Saurav, the tail could definately use some more detailing, it looks rather plain and flat.
though I like everything else about this render.
Hi
Oh WOW so many answers :)
I think there are two posibilities for a picture with the fluke. One to ad an island or a cliff... like domdib and FrankB said. The second is to leave it solo. This is what I wish (first).
Added bump and spec...
ciao
Naoo
Going down this route, I'd say that adding some droplets falling from the tail would be good. Not sure how you'd do it though...
Tke a painted shader, paint a little white around the tail and add a surface layer with some displacement and foam, blended by this painted shader. A low quality cloud, at sea level, blended by the same or another painted shader might give you the droplets...
And a small horizon, or a misty background in which the ocean dissappears.
---Dune
The second one is really an improvement.
There once was a thread about adding water ripples due to water drops ... maybe the same technique can be used to add some wilder displacements on the water around the fluke. ,-)
Volker
Hi
Thanks! Yes, droplets are still missing, but the are the difficult part for me. I will try it Dune's way...
I think now the tail is to light (not black) and one Problem the horizont is hidden behind the waves. Therefore the hard end...
ciao
Naoo
It is getting better and better ...
I ike the last one! Texturing and the foam are well done!
Hi
Uff, very tricky :-/
These are too many individual droplets (like spray, image left side).
For the tail tip, it should rather look as if you have a glass of water from tipping.
How to make an imported object transparent? Then could I use a water curtain created in Blender (image right side).
ciao
Naoo
PS: Sorry for the bad English (the computer had to help in the translation)
To get the water droplets in Blender, you could use the fluid sim/solver. It does a really good job.
Render the frame in Blender you like best. The camera POV must match Blender's and Terragen's. You can save the fluid object out as a wave front object. Import this into Terragen and use projection from camera for the Blender fuild render onto the wavefront object.
Or reverse it and use Blenders composting suit, which I've seen used in tutorials but never tried.
Hi
@ njeneb: Okay, but I would prefer to render the water with TG.
But how? My previous attempts have failed.
Now there are little drops (a cloud layer) around the tail.
And the skin is darker (maybe to dark)?
ciao
Naoo
The only way to get a particle system for water drops is an external source. After the mesh has been imported, add Terragen 2's water shader. I am getting ready for work, another 12 hour shift. I'll see what I can figure out, but it's going to be a while.
Very nice update Naoo. The skin is indeed somewhat dark but I don't find it unrealistic at all.
The reflections and "wetness" of the skin is a bit unrealistic maybe, though I like those reflections :)
I'm really looking forward to see if njeneb is able to make this scene work together with blender's fluid sim and of course he hopefully writes a (short) tutorial on how to do these kind of things? :)
Martin
Perhaps a plane object perpendicular to the sea level, right where the tail end is, then add a (transparant) surface layer and small fake stones as child. To get the plane transparant you might need a default shader. I did a test with falling rock some time ago, but abandoned it. But it did kind of work.
Or draw a line (first change your view temporarily to right down) under the tail end, then use this painted shader as a blend shader for a low detail cloud, small scales.
very good idea, nicely done.
good job !
I wipped a little test...
Very interesting Dune - nice to see how a minor suggestion can turn into some real TG2 creativity.
Hi :)
I tried Dune's Version. It's easy and nice to do, but not smooth enough for big drops of water (see image). I will try it again.
So long I'm looking forward to njeneb idea...
ciao
Naoo
Well, then, perhaps a swarm of spheres, reflective of course, blended by a stretched fractal and sitting on the same transparant plane...
This kind of looks like shattered glass, but if you decrease the stone size and the amount, and stretch the blend fractal a bit, it would look better.
Good luck, and I too look forward to njeneb's solution.
---Dune
Quote from: Naoo on August 22, 2009, 04:45:58 AM
Hi
Thanks! Yes, droplets are still missing, but the are the difficult part for me. I will try it Dune's way...
I think now the tail is to light (not black) and one Problem the horizont is hidden behind the waves. Therefore the hard end...
ciao
Naoo
Great work !