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General => Image Sharing => Topic started by: Linda McCarthy on December 14, 2009, 12:17:25 AM

Title: Avalanche Alley
Post by: Linda McCarthy on December 14, 2009, 12:17:25 AM
Hi All,

Thought I'd share my latest render.  I brought in [as a loaded hieghtfield] one of the combined World Machine terrains I created and rendered originally in Terragen 9, added a power fractal to displace and some strata.  The surface has colors and textures that are primarily power fractal-driven for soil, grass and snow.

The trees are Marc Gebhart's Pine Snow_2 from his Generic Pines Snow.  I employed Oshyan's method of assigning one of my snow surface layers to partially shade the leaves/needles ( http://forums.planetside.co.uk/index.php?topic=758.0 ).  Marc was kind enough to explain his method ( http://forums.planetside.co.uk/index.php?topic=8117.15 ) which I will experiment with on a future render.

Suggestions for improvement are always solicited and appreciated.

Have a great week.

Linda
Title: Re: Avalanche Alley
Post by: aymenk2003 on December 14, 2009, 12:37:26 AM
Nice pov...but I have some comments:
You have to add another population of another kind of tree...
The color of the mountain needs more variation mountain ...
btw I like the fog in the clouded part ...
N.KAID
Title: Re: Avalanche Alley
Post by: FrankB on December 14, 2009, 02:09:43 AM
Hi Linda,

a nice terrain you have here. The strongest points are the terrain and the sky. The clouds looks really good and convincing. Surfacing though is a challenge. I have the suspicion that the trees are too large compared to the terrain. Also, I think trees should be denser and less evenly distributed.
With surfacing, in TG2, it's better to not use a green surface layer to mimic vegetation, unless your camera is so far away that real 3D vegetation instances can no longer be seen as individual objects. Focus on surface shading the rock, a little moss here and there, sand, stones, soil, etc... then use denser populations of grass and trees and bushes and flowers to make the green.

Cheers,
Frank
Title: Re: Avalanche Alley
Post by: Henry Blewer on December 14, 2009, 08:07:42 AM
I agree with Frank. But, I do use khaki and olive drab and some red in my grass surface layers. Sometimes for distant areas without vegetation objects, I copy the primary plant objects color to one of the grass surface colors.
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 14, 2009, 11:48:01 AM
Thank you for your good suggestion re the tree population and the surface.  Much appreciated!  Linda

Quote from: aymenk2003 on December 14, 2009, 12:37:26 AM
Nice pov...but I have some comments:
You have to add another population of another kind of tree...
The color of the mountain needs more variation mountain ...
btw I like the fog in the clouded part ...
N.KAID
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 14, 2009, 11:54:23 AM
Hi Frank,

Thank you for your kind response.  I appreciate the valuable information on surfacing and populations.  I suspected the trees were not the best choice- in terms of type, and I wasn't sure about how large and how dense I should make them. 

Back to work.

Regards,
Linda

Quote from: FrankB on December 14, 2009, 02:09:43 AM
Hi Linda,

a nice terrain you have here. The strongest points are the terrain and the sky. The clouds looks really good and convincing. Surfacing though is a challenge. I have the suspicion that the trees are too large compared to the terrain. Also, I think trees should be denser and less evenly distributed.
With surfacing, in TG2, it's better to not use a green surface layer to mimic vegetation, unless your camera is so far away that real 3D vegetation instances can no longer be seen as individual objects. Focus on surface shading the rock, a little moss here and there, sand, stones, soil, etc... then use denser populations of grass and trees and bushes and flowers to make the green.

Cheers,
Frank
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 14, 2009, 11:55:37 AM
Great suggestions.  Thank you, njeneb.

Quote from: njeneb on December 14, 2009, 08:07:42 AM
I agree with Frank. But, I do use khaki and olive drab and some red in my grass surface layers. Sometimes for distant areas without vegetation objects, I copy the primary plant objects color to one of the grass surface colors.
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 18, 2009, 06:05:33 PM
Here's the final of multiple renders, but I'm still not satisfied with the trees or the surface.  Just don't have more time for fiddling right now.

Thanks again for all the great feedback and suggestions.  I used a Painted Shader for the tree distribution; again, the trees are from
Marc Gebhart's "Generic Pines Snow Pack"- much appreciated, Marc.
http://forums.planetside.co.uk/index.php?topic=8117.msg86547#msg86547

Further suggestions for improvement are most welcome.

Have a wonderful Christmas and holiday time, everyone!

Linda
Title: Re: Avalanche Alley
Post by: pfrancke on December 18, 2009, 06:19:58 PM
oh yes, much to like.  Like the light and shadows and the color and shape of the cliffs.  And the clouds are superb.  Looks like another notch upwards to me!!
Title: Re: Avalanche Alley
Post by: moodflow on December 19, 2009, 01:50:55 PM
Wow, this is starting to look very nice!  The clouds, atmosphere, and terrain is on target.  I also like the population how you have it now.  However, there is a strange color/lighting issue with the haze in the distance. 
Title: Re: Avalanche Alley
Post by: Henry Blewer on December 19, 2009, 05:44:40 PM
That's what was bugging me, the distant haze. I just could not figure it out. Did you change the color of the haze Linda?
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 19, 2009, 07:11:52 PM
Thanks for your comments moodflow and njeneb!
The haze color wasn't changed, but I did move the sun a little and the sun's elevation.
I also play with levels and contrast in Photoshop post-render. 
When I compare the two, I do like the first render's atmosphere/lighting better than the 2nd.
Thanks again,
Linda
Title: Re: Avalanche Alley
Post by: Kadri on December 20, 2009, 12:17:04 PM
Nice image , Linda  :)
You seem to playing very strong in post. I meen it not in the bad way. This image has a harsh(strong) feel on it.
I would like to see the original to compare :) .But i think this gives the image a realistic feeling .

Kadri.
Title: Re: Avalanche Alley
Post by: choronr on December 20, 2009, 01:04:45 PM
Very nice Linda. I'm wondering if you rendered using the Cubic B Spline filter that maybe it would soften the image.
Title: Re: Avalanche Alley
Post by: EoinArmstrong on December 20, 2009, 01:38:45 PM
I love the lighting and clouds, and the terrain is superb!  But yes, seems to be missing a little AA :)
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 20, 2009, 09:09:28 PM
Thank you, Kadri, Bob and Eoin, for the kind words and suggestions.  I'm rendering a more fine-tuned version of the image as I write.
@Eoin.. I upped the AA settings, including checking GI surface details for this upcoming render.
@ Bob.. I did what you suggested (Cubic B-Spline soft) for the one cooking.  Thought it was already set, but only on the small render.
I'm sure it will make a diff.
Thanks again all.  :)
Linda
Title: Re: Avalanche Alley (final, finally)
Post by: Linda McCarthy on December 21, 2009, 01:27:54 AM
Ok.. This is it.  Still welcome instructive and critical comments, but I'm probably going to put this one away.
Thanks again for all the help.  Increased the AA and GI settings for a quality render..and used the Cubic B-Spline (soft) filter to soften a bit.  Also tweaked the contrast and sharpened post-render.  Linda
Title: Re: Avalanche Alley
Post by: EoinArmstrong on December 21, 2009, 04:56:23 AM
Aye - that's better.  I love those clouds - share the settings, or is it NWDA?
Title: Re: Avalanche Alley
Post by: Malcolm79 on December 21, 2009, 06:10:56 AM
Linda, it looks really better than first version! well a sense of space 5+++!
Title: Re: Avalanche Alley
Post by: Tangled-Universe on December 21, 2009, 07:27:13 AM
Good example showing what improved GI settings can do :)
I like the pov and the clouds (especially).
Which version did you use, the new one already? The vegetation might improve a lot using the new raytracer for objects.

Martin
Title: Re: Avalanche Alley
Post by: Henry Blewer on December 21, 2009, 08:09:18 AM
Echo of Martin's comments. I really like the clouds. The displacements of the cliffs is really well done.
Title: Re: Avalanche Alley
Post by: choronr on December 21, 2009, 10:45:33 AM
Wow, a great improvement. It has taken on a striking feel of depth. I like the uphill visual climb into the distance. Agree with Martin and the use of the new settings.
Title: Re: Avalanche Alley
Post by: Linda McCarthy on December 21, 2009, 07:06:08 PM
Thanks, everyone!
@ Eoin:  cloud settings are close to the settings Buzzzzz posted from his "Abandoned Ship" in November (bz Cumulus.tgc):
http://forums.planetside.co.uk/index.php?topic=8003.0  I apologize for not crediting you earlier, Buzzzzz.  :(

They are as follows:
Atmosphere:
Haze Density  1.5                                       
Haze Exp Height  4000
Bluesky Exp Height  8000
Ceiling Adjust  7
Ceiling 56000
Floor  -16000

Haze Glow Amt.  1
Haze Glow Power  0.99
Blue sky Glow amt.  0.25
Blue sky Glow Power  0.75
Enviro light  0.5
Enviro light tint  1

Ambient  0
Fake Dark Power  0
Fake Dark Sharpness  10
Bluesky density color  1
Redsky Decay Colour  0.9048

No. of samples  64

Cirrus
Cloud Alt.  12836.3
Cloud Depth  16.9001
quality  1.00611
samples  11
All other settings are default

Cumulus
Cloud Alt  9700
Cloud Depth  2453
Edge Sharpness  11.5
Cloud Density  default
Coverage adjust  -0.025
Cloud Colour  0.41
Cloud scattering colour  0.43

Lighting
sun glow amt  1.03
sun glow power  1.05
light propagation  1.25
light prop mix  0.55
fake internal scattering  0.2
enviro light  0.75
enviro light tint  1

Tweaks
ambient  0.1
fake dark power  0.1
fake dark sharpness  10
check 'improved lighting model'
check 'flatter base' 
base wispiness  0.33
base softness  0.15
coverage gamma  0.75

Quality  3D volumetric  0.940042
no. of samples  84
set at 'optimal'

Density shader: 
feature scale  1500
lead-in scale 60000
smallest scale 15
noise octaves 14
density contrast  1
coverage adjust  -0.125
roughness 1.7
noise flavour  perlin ridges
noise variation 1.9
bouyancy 0.5
clumping 0.95
lead-in warp amt.  0.5

Blend by shader- distance shader
far distance  30000
near distance  11000
distance mode Z depth (planar)
camera  render camera

@ Martin:  Used the new patched version, and thanks for the raytracer suggestion for the vegetation.
@ Bob, Eoin, njeneb and Malcolm:  Thank you very much.  :)

Linda