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General => Image Sharing => Topic started by: ndeewolfwood on December 21, 2009, 06:01:22 AM

Title: dry mud ground_*New renders*
Post by: ndeewolfwood on December 21, 2009, 06:01:22 AM
testing the new release with some nwda assets

"Ray trace object" rules !!!!

(http://img689.imageshack.us/img689/7226/groundcover24.th.jpg) (http://img689.imageshack.us/i/groundcover24.jpg/)

other render in page 2
Title: Re: dry mud ground
Post by: Malcolm79 on December 21, 2009, 06:08:07 AM
Very reailistic test! Looks pretty!
Title: Re: dry mud ground
Post by: EoinArmstrong on December 21, 2009, 06:09:32 AM
That's awesome - looks so real!
Title: Re: dry mud ground
Post by: Tangled-Universe on December 21, 2009, 07:36:23 AM
Wow man, I'm really amazed at the photographic quality of this render :)
I recognise Walli's grasses and dirt-pack as well as Ryan's soil, correct?
All elements work very well together, very nice work!

For my own interest but perhaps also to everyone else, what were all of your render settings?

Cheers,
Martin
Title: Re: dry mud ground
Post by: FrankB on December 21, 2009, 07:52:24 AM
Awesome. Really photographic quality!
Now if you'd use this as a foreground for another composition (something with a central point of interest, or something that shows a wider landscape)....

;)

Frank
Title: Re: dry mud ground
Post by: Henry Blewer on December 21, 2009, 08:24:37 AM
You have made debris look lovely. Very nice render. I can't wait to see how you use this in more images; this is so promising!
Title: Re: dry mud ground
Post by: ndeewolfwood on December 21, 2009, 08:27:21 AM
the nwda objects are coming from Groundstuff Dirt Pack and wild grass pack (i don't remenber wich one, im not on the computer where i did my setup)

i think the render setup are :
Soft shadows : ON
Raytrace Object : ON
All population are set on very high quality (i didn't test the new ultra high quality)
render quality at 6.5 or 7
AA at 6 or 7 too
Gi at 2/2

other sample tweak are all on the default values.

i took something like 4h30 to render on a dual core with 2 go on win 7 64.

save in .exr and color tweak in 32 bits color space in after effects.
then convert to 16 bits color space...DOF made with frischluft plugin. The z buffer map is a classic b/w gradient.
then convert to 8 bits and export to jpeg.  

to Franck and njeneb  : you right...now it looks more like a "oups i forgot to turn off my camera during my walk"...






Title: Re: dry mud ground
Post by: Henry Blewer on December 21, 2009, 08:31:22 AM
It really is good. I have seen art in museums that does not look this well done.
Title: Re: dry mud ground
Post by: Kadri on December 21, 2009, 09:08:20 AM
Quote from: ndeewolfwood on December 21, 2009, 08:27:21 AM
...
to Franck and njeneb  : you right...now it looks more like a "oups i forgot to turn off my camera during my walk"...


To make something like this is really harder then it seems . This is in the top of the realistic images i have seen.

Kadri.
Title: Re: dry mud ground
Post by: inkydigit on December 21, 2009, 09:16:29 AM
excellent scene very near perfect realism!!, though as far as I am aware, population quality settings aren't needed when ray trace objects is on?
Title: Re: dry mud ground
Post by: Tangled-Universe on December 21, 2009, 09:21:07 AM
Quote from: inkydigit on December 21, 2009, 09:16:29 AM
excellent scene very near perfect realism!!, though as far as I am aware, population quality settings aren't needed when ray trace objects is on?

Correct.
Title: Re: dry mud ground
Post by: ndeewolfwood on December 21, 2009, 09:52:43 AM
ok thanks...i did nt read the 2.1 notice very carefully yet...
Title: Re: dry mud ground
Post by: RArcher on December 21, 2009, 10:13:52 AM
Very realistic!  Looks great!
Title: Re: dry mud ground
Post by: MacGyver on December 21, 2009, 11:36:50 AM
I couldn't believe this isn't a photo... still not 100% convinced :P
Title: Re: dry mud ground
Post by: nvseal on December 21, 2009, 11:44:30 AM
Stunning render, everything is combined very naturally.
Title: Re: dry mud ground
Post by: Oshyan on December 21, 2009, 08:59:20 PM
Quoterender quality at 6.5 or 7
Did you really have Quality set this high? It seems unnecessary. It would also be interesting to see what Antialiasing Filter you used. Very nice results though. :)

- Oshyan
Title: Re: dry mud ground
Post by: choronr on December 22, 2009, 12:15:39 AM
Results are super photo realistic.
Title: Re: dry mud ground
Post by: Linda McCarthy on December 22, 2009, 12:59:29 AM
Very realistic.  Great result!  Linda
Title: Re: dry mud ground
Post by: ndeewolfwood on December 22, 2009, 01:59:06 AM
this the narrow cubic antialiasig filter.
i did a quick crop render at .5 quality with aliasing on 5. quality looks very close from the first render but render time drop a lot. i really have to read the new render setting recommandation...
Title: Re: dry mud ground
Post by: Hannes on December 22, 2009, 03:17:05 AM
Fantastic!
Title: Re: dry mud ground
Post by: Zairyn Arsyn on December 22, 2009, 10:18:06 AM
its practically the real thing...

i can almost smell the dirt... :)
Title: Re: dry mud ground
Post by: ndeewolfwood on December 22, 2009, 11:10:18 AM
(http://img685.imageshack.us/img685/7398/groundcover31.th.jpg) (http://img685.imageshack.us/i/groundcover31.jpg/)
(http://img19.imageshack.us/img19/8175/groundcover41.th.jpg) (http://img19.imageshack.us/i/groundcover41.jpg/)

some other shots...here we fell a kind of "stamping" effect (the rocks with the dead branch appears to many time)...my population is not so cool finally. I need to plug some power fractal and surface shader to my population to prevent some really strange object balance. It's looks like an almost zero gravity world....
Maybe i need to plug a different "sit on terrain" shader....something not at the end of my network to mix the object and the ground in a better way.


Title: Re: dry mud ground_*New renders*
Post by: Tangled-Universe on December 22, 2009, 05:44:41 PM
Neat looking images :)

To avoid "zero gravity" effects you can choose to offset the population. Set the translate for y-axis to -0.05m for example. This way you can "sink" the objects for 0.05m.
Make sure you do this in the object reader and not the populator.

Martin
Title: Re: dry mud ground_*New renders*
Post by: ndeewolfwood on December 22, 2009, 06:00:55 PM
good trick !
thanks i will try this !