(http://ups.imagup.com/06/1262182458.jpg) (http://www.imagup.com/pics/1262182458.html)
2350*1000 pixel render
right now the render time is pretty low something like 1h40 on a core2duo.
I need to blend some differents trees species too... the moutain surfacing need work...it's so hard for rocks to do something nice at 10 m and 1 km too :P.
tree = Klas' Oak trees
This looks very promising!
Great composition and nice overcast :)
You've pointed some things for improvements and I think you could best use distance shaders to split up the detailling of the rocks in fore- and background.
This way you can easily use differently scales powerfractals without having impact on the foreground. Keeps your nice POV intact as well :)
Martin
btw still have to render that snow on your dirt ground render...please help me remind it if I haven't done it in the next few days :)
I have nothing much to add . Great potential here :)
Kadri.
Quote from: Tangled-Universe on December 29, 2009, 08:22:33 PM
I think you could best use distance shaders to split up the detailling of the rocks in fore- and background.
This way you can easily use differently scales powerfractals without having impact on the foreground. Keeps your nice POV intact as well
It's a great idea but i don't know if it can be suitable for animation. Maybe i'm wrong but it can create a strange jumping effect if i move the camera. I don't know if i will render a animation for this one but i prefer to create my project in this way.
i like this point of view a lot too. Since 1 mouth i like to duplicate more and more camera node to save good spot.
i did a smaller render in top view.
this 2 renders are at .5 quality.
with AA at 5 and gi 2/2
(http://ups.imagup.com/06/1262184144.jpg) (http://www.imagup.com/pics/1262184144.html)
That might indeed a problem. Maybe you can use planar distances instead of spherical and then blend them into each other for smooth transition.
Otherwise you'll have to make displacements which look good close-up as well as nearby and I can tell you that's very hard, hence the development of NVSeal's planets for example or trying to get clouds to look good from the ground and from above. Challenging! ;D
Excuse me , but can you not add another camera just for distance shader purpose and render the image from the main camera ? Or do i miss something ? :)
Kadri.
you right in case of "small" motion....
and i don't like rocket speed travelling... :)
mmm dupplicate shader by distance means maybe optimize render time too.......or not.
Quote from: Kadri on December 29, 2009, 08:49:07 PM
Excuse me , but can you not add another camera just for distance shader purpose and render the image from the main camera ? Or do i miss something ? :)
Kadri.
Of course you can. I use many cameras in some images, all connected to distance shaders to mask out populations, clouds, surfaces, fake stones and other displacements.
TG2 only uses the camera for rendering which is attached to your render-node.
:)
Awesome POV on the 2nd post, but I like the first one, too. Very nice rock texture!
Did you use a painted shader or a distribution shader for your tree placement?
Linda
no paint shader.only a surface layer in the distribution input
Yay! Boards of Canada!
I like the surfacing. It nicely contrasts with vegetation.
Great terrain and pov - the foreground is especially photorealistic
nice distribution, and overall great image(s)
Hi ndeewolfwood,
Are you using raytraced objects in this image?
Regards,
Jo
raytrace object is on :D