Planetside Software Forums

General => Image Sharing => Topic started by: domdib on October 19, 2009, 12:53:50 PM

Title: Meadow WIP
Post by: domdib on October 19, 2009, 12:53:50 PM
I've been wanting to do a render with Walli's nice Mouse Ears plant for a while...This is very much a work in progress - haven't yet finalised camera placement, density of pops etc, but I thought I'd show it now, to see if anyone has any thoughts on where it might go next. I know there's some issues in the foreground, and I've posted about that elsewhere.
Title: Re: Meadow WIP
Post by: littlecannon on October 19, 2009, 01:00:05 PM
To be honest I have no ideas for you as to me this is looking good already. Alright a couple... more grass models to give a more random feel and some debris if you have some. Other than that... I like it as it is.
Cheers,
Simon.
Title: Re: Meadow WIP
Post by: Seth on October 19, 2009, 01:03:09 PM
that is a lot of flowers (and very tall too). and only pack there, not on the hill side :)
maybe you should work on your atmo and light to give some more mood to this render
Title: Re: Meadow WIP
Post by: choronr on October 19, 2009, 03:53:25 PM
Very impressive and inspirational!
Title: Re: Meadow WIP
Post by: Henry Blewer on October 19, 2009, 04:04:42 PM
I would make the flowers clump more. Increase the area they cover. Use a distribution shader to limit them so they are not everywhere. Make the distribution shader density about 0.3 +/-. Then increase to population density of the flowers. The distribution shader will make it so there are not 100 million, but only a few thousand.
I do this much too often; lower the sun's angle to the horizon. Add more haze. It will help create more atmosphere. (he wrote with tung in cheek) ::) It will also change the lighting, so more global illumination or ambient occlusion may be needed. ( a good opportunity to add subtle coloring)
Title: Re: Meadow WIP
Post by: choronr on October 19, 2009, 04:11:28 PM
Quote from: njeneb on October 19, 2009, 04:04:42 PM
I would make the flowers clump more. Increase the area they cover. Use a distribution shader to limit them so they are not everywhere. Make the distribution shader density about 0.3 +/-. Then increase to population density of the flowers. The distribution shader will make it so there are not 100 million, but only a few thousand.
I do this much too often; lower the sun's angle to the horizon. Add more haze. It will help create more atmosphere. (he wrote with tung in cheek) ::) It will also change the lighting, so more global illumination or ambient occlusion may be needed. ( a good opportunity to add subtle coloring)
I might add that the use of the Painted shader offers an opportunity to intensify clumping rather well. Perhaps two populations - one with the Distribution shader; one with the Painted shader.
Title: Re: Meadow WIP
Post by: domdib on October 19, 2009, 05:26:07 PM
Thanks for all the suggestions guys! I was definitely thinking of decreasing the concentration of flowers already (and also shrink them slightly). And I haven't started work on the sky yet, although I actually quite like the current lighting. I'll probably do two versions with different lighting/atmo.

Incidentally, the terrain is from the new NWDA default project, and the soil is Ryan's NWDA Dirt pack.