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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!
:)
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.
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!
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
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
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?
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?
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.
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!
Now this is real good composition. The light is just right bringing out the colors and textures ...well done Jason!
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
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!
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
For some reason, this image screams "game enivironment!!!" at me. Probably because the walls are so flat.
The lighting and mood are lovely, but yeah - the buildings could do with a little added 'texture' :)
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
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.
I got used to hard 'coding' the displacements when I model something. Displacement works weirdly when something gets scaled up or down.
Thanks, Eoin. Now I understand why I saw some straight sides in my tree trunks, but displaced surface...