I used functions to generate the canyon. I tried using a distribution shader to limit the strata (there is too much). This caused some noise in the land forms which I did not want. When I noticed these, I thought a compute normal might correct this.
http://farm3.static.flickr.com/2624/4180850927_83ed651800_o.png
lovely terrain, drop the wave scale and this would be perfect!
fantastic landscape, but some of the trees are definitely too large.
DJ
Sweet! Nice swimming hole.
Marc
Wow... :o 8) Maybe break up the strata a bit?
Nice :)
If you make the trees a hundred times smaller (the size of the grasses currently), you would've got a grand view going on there :)
Cheers,
Frank
Nice terrain... I'm with Frank on this... Make the trees smaller... much, much smaller.
Simon.
I might try a new terrain set up. This one had major problems. As I wrote above, I used functions. I am not good with functions yet. I meant to limit the strata so it would not be so 'THERE' using a distribution shader. The distribution shader caused the terrain to fragment. Kind of like the exploding stones when the blend as stone density is checked.
I was trying to make a small area with a small water hole. That is why the trees are so large. The b-box previews and the quick renders looked good. So I did a full render. By the time the render got to the grasses in the foreground, it had been rendering for over a day. I was happy with the colors ;D
I REALLY REALLY like this render, although I gotta agree with everyone else, those are some HUGE trees!
Thank you all for the input. 8)
I may get a new one of these going by Sunday. I have a back log of stuff to render now.
Very impressive artwork! Really cool!
The render I am doing now (40 hours so far) is far better. It might be finished and posted by this time tomorrow. It's been exciting to watch the progress of the render. I only did a 320 x 200 quick render to test it.
I really like the perspective and lighting, and the terrain is great. I do concur with the other comments re the size of the trees..and the prominence of the strata.
John Robertson (schmeerlap) offered the following suggestion to me when my strata was too prominent and uniform: "Add Terrain > Displacement Shader > Strata and outcrops shader. At the bottom of the S&O shader parameter inputs check the Blend by shader checkbox, and click its button on the right, the one with the green cross on it (if you've got an older release it'll have 3 dots on it) and Create new shader > Colour Shader > Distribution shader. Click on that button again and Go to that Distribution shader. It'll pop up in a wee window. You can see that it has tabs for Coverage and breakup, and Altitude and Slope constraints. On the Coverage and breakup tab set the Coverage to 0.5, check the Fractal breakup checkbox, set its value to 1 and go to it via its button on the right; its window now pops up. On the Scale tab set your Feature scale to 200, and your smallest scale to 50. Click on its Colour tab have both the Apply High and Low colours checked. Bring the High colour down to mid grey (0.5). Close the wee window and do a couple of quick renders (one with Blend by shader checked, and the other with it unchecked). You should see a radical reduction of the effect of the strata with the Distribution shader and its Fractal breakup active. Play with Scale and Colour settings to get the flavour you want, but don't have your Feature and Smallest scale set too small because things'll get a bit jaggy."
Linda