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
Very reailistic test! Looks pretty!
That's awesome - looks so real!
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
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
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!
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"...
It really is good. I have seen art in museums that does not look this well done.
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.
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?
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.
ok thanks...i did nt read the 2.1 notice very carefully yet...
Very realistic! Looks great!
I couldn't believe this isn't a photo... still not 100% convinced :P
Stunning render, everything is combined very naturally.
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
Results are super photo realistic.
Very realistic. Great result! Linda
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...
Fantastic!
its practically the real thing...
i can almost smell the dirt... :)
(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.
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
good trick !
thanks i will try this !