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General => Image Sharing => Topic started by: inkydigit on January 15, 2010, 03:26:26 PM

Title: inkerston
Post by: inkydigit on January 15, 2010, 03:26:26 PM
[attach=#]
the latest version, from this world:  http://forums.planetside.co.uk/index.php?topic=8593.0 (http://forums.planetside.co.uk/index.php?topic=8593.0)
tweaks include pov and qua;ity etc...200 minutes or there abouts for render time....
feel free to comment crit, etc as these are always wlcome and appreciated!
:)
Title: Re: inkerston
Post by: Kadri on January 15, 2010, 04:31:41 PM
It is really better now , Inkydit .
But the trees on the foreground , the leaves seem unnatural to me. It isn't your fault .
Do you have more natural looking ones ?

Kadri.
Title: Re: inkerston
Post by: inkydigit on January 15, 2010, 04:35:36 PM
Quote from: Kadri on January 15, 2010, 04:31:41 PM
It is really better now , Inkydit .
But the trees on the foreground , the leaves seem unnatural to me. It isn't your fault .
Do you have more natural looking ones ?

Kadri.
thanks, and
yeah, you are right Kadri.. almost like they are painted?
I guess I will try another species... next!
Title: Re: inkerston
Post by: schmeerlap on January 15, 2010, 05:51:48 PM
It's looking good. What's your horizontal fov? 'cos you've got some serious keystoning (that can be corrected in Photoshop etc with the Free Transform tool).

John
Title: Re: inkerston
Post by: Dune on January 16, 2010, 03:10:10 AM
One crit is that the walls are not 'bumped'. They appear very flat, despite the texture. Why don't you add an extra image map and displace it in the object?

---Dune
Title: Re: inkerston
Post by: inkydigit on January 16, 2010, 09:24:19 AM
Quote from: schmeerlap on January 15, 2010, 05:51:48 PM
It's looking good. What's your horizontal fov? 'cos you've got some serious keystoning (that can be corrected in Photoshop etc with the Free Transform tool).

John
Thanks John, horiz. fov was 60...do you have any recommendations?
Title: Re: inkerston
Post by: inkydigit on January 16, 2010, 09:28:35 AM
Quote from: Dune on January 16, 2010, 03:10:10 AM
One crit is that the walls are not 'bumped'. They appear very flat, despite the texture. Why don't you add an extra image map and displace it in the object?

---Dune
Thanks Dune, there was a 'normal' map included with the object (though not loaded neither was the specularity image, but I loaded that), do I load this as is for the displacement image? or do I have to process it in any way?
Title: Re: inkerston
Post by: Dune on January 16, 2010, 11:05:04 AM
I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.
Title: Re: inkerston
Post by: inkydigit on January 16, 2010, 12:17:21 PM
Quote from: Dune on January 16, 2010, 11:05:04 AM
I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.
thanks Dune, I had a fiddle with the models and I am not sure if this is the correct method, but it seems to have worked anyway...I used the normal map as displacement image and set displacement multiplier to 1...I now have bump!
Title: Re: inkerston
Post by: choronr on January 16, 2010, 01:00:49 PM
Now this is real good composition. The light is just right bringing out the colors and textures ...well done Jason!
Title: Re: inkerston
Post by: schmeerlap on January 16, 2010, 07:18:45 PM
Quote from: inkydigit on January 16, 2010, 09:24:19 AM
Thanks John, horiz. fov was 60...do you have any recommendations?
If your fov would have been wider than 60 I'd have recommended reducing it. I don't know why the objects leant in so much at that fov. But my solution to correct for the keystoning effect was post Terragen, using the Transform > Perspective tool of Photoshop, on a selection of your scene from the bottom of your buildings up.

John
Title: Re: inkerston
Post by: inkydigit on January 16, 2010, 08:28:40 PM
Quote from: schmeerlap on January 16, 2010, 07:18:45 PM
Quote from: inkydigit on January 16, 2010, 09:24:19 AM
Thanks John, horiz. fov was 60...do you have any recommendations?
If your fov would have been wider than 60 I'd have recommended reducing it. I don't know why the objects leant in so much at that fov. But my solution to correct for the keystoning effect was post Terragen, using the Transform > Perspective tool of Photoshop, on a selection of your scene from the bottom of your buildings up.

John
cheers John. I have experimented and  totally re-built the scene... camera way further back, and a tighter focus...foreshortening is an issue though..ta for the reply, I will keep you posted...!
btw great job on the pw!
Title: Re: inkerston
Post by: Oshyan on January 16, 2010, 10:27:58 PM
Quote from: Dune on January 16, 2010, 11:05:04 AM
I don't really know. I figure the displacement inside the default shader doesn't work, so I added an image map between the default and the node under it. Displaced that, no color (I think). Chose the UV mapping in the drop-down list. See if that works for you.

Displacement should work in the Default Shader. Remember though that when using Raytrace Objects, your displacement gets rendered as a bump map.

- Oshyan
Title: Re: inkerston
Post by: TheBlackHole on January 17, 2010, 01:27:53 AM
For some reason, this image screams "game enivironment!!!" at me. Probably because the walls are so flat.
Title: Re: inkerston
Post by: EoinArmstrong on January 17, 2010, 04:31:31 AM
The lighting and mood are lovely, but yeah - the buildings could do with a little added 'texture' :)
Title: Re: inkerston
Post by: Dune on January 17, 2010, 04:57:45 AM
QuoteRemember though that when using Raytrace Objects, your displacement gets rendered as a bump map.

What do you exactly mean, Oshyan. What's the difference between bump map and displacement? Or am I a bit foggy in the head?

---Dune
Title: Re: inkerston
Post by: EoinArmstrong on January 17, 2010, 07:25:48 AM
Bump uses greyscale values to mimic 3d appearances on surfaces - so the bricks may look 3d from a distance, but no actual geometry is added - you'll see that edges of the house at the corners will not look bumpy at all.  Displacement takes the greyscale values and actually adds geometry.  This makes displacement more realistic, but much longer to render.
Title: Re: inkerston
Post by: Henry Blewer on January 17, 2010, 08:38:39 AM
I got used to hard 'coding' the displacements when I model something. Displacement works weirdly when something gets scaled up or down.
Title: Re: inkerston
Post by: Dune on January 17, 2010, 11:43:45 AM
Thanks, Eoin. Now I understand why I saw some straight sides in my tree trunks, but displaced surface...