Planetside Software Forums

General => Image Sharing => Topic started by: luvsmuzik on September 26, 2016, 10:26:09 AM

Title: Deer Tracks
Post by: luvsmuzik on September 26, 2016, 10:26:09 AM
I made an image map (black and white) to displace a creek and some tracks, center it at ground zero and displaced it -20 with a very small lake under it. I probably could have easily done this with a surface layer and painted shader as well. duh!

WIP : needs some grass peeking through the snow, bloom atmo, probably scale deer down a notch or two, maybe some clouds....supposed to be morning after early snow.

C&C welcome.

Wheat....had so long, no clue, probably AP.
Deer....free download share eons ago.

Thanks for sharing!
Title: Re: Deer Tracks
Post by: luvsmuzik on September 26, 2016, 10:37:33 AM
This render originally 2012, trying light sources...........etc., etc.

Xfrog trees
Title: Re: Deer Tracks
Post by: archonforest on September 26, 2016, 10:48:05 AM
I would not use the same deer model as population as they look identical. Use 2-3 with dif sizes with dif angles so they not looking so identical. Then if they staying on snow put more tracks on the snow. The grass? looks weird for me there like that. Perhaps put some brown populations that just stick out from the snow or nothing since the whole place looks pretty frozen.

Otherwise good idea and good start. :)
Title: Re: Deer Tracks
Post by: bobbystahr on September 26, 2016, 01:43:01 PM
Quote from: luvsmuzik on September 26, 2016, 10:26:09 AM
I made an image map (black and white) to displace a creek and some tracks, center it at ground zero and displaced it -20 with a very small lake under it. I probably could have easily done this with a surface layer and painted shader as well. duh!



You might want to play around with SS shader with Smooth step fall off set to 20% and a fractal warp shader after that for the curves.  You can the run that through a Translate shader set to World to move the stream where you want it. This would avoid that vertical displacement on the sides that you get with painted and/or imported image map displacements.
Title: Re: Deer Tracks
Post by: luvsmuzik on September 26, 2016, 02:25:07 PM
 
Quote from: bobbystahr on September 26, 2016, 01:43:01 PM
Quote from: luvsmuzik on September 26, 2016, 10:26:09 AM
I made an image map (black and white) to displace a creek and some tracks, center it at ground zero and displaced it -20 with a very small lake under it. I probably could have easily done this with a surface layer and painted shader as well. duh!



You might want to play around with SS shader with Smooth step fall off set to 20% and a fractal warp shader after that for the curves.  You can the run that through a Translate shader set to World to move the stream where you want it. This would avoid that vertical displacement on the sides that you get with painted and/or imported image map displacements.

That makes sense Bobby. I did get the border blend on the image map smoothed out.....remembering your image a couple of months ago with your pretty garden type object. I now know where to look for some of these functions and elements of which you all speak.  Thanks for the help!

This is a new map and some grass pop, still working on scale, etc....
Title: Re: Deer Tracks
Post by: DannyG on September 26, 2016, 02:46:22 PM
There's still some scaling issues between the deer, dry grass and the mountains. The second is much better than the first but ..
Title: Re: Deer Tracks
Post by: luvsmuzik on September 26, 2016, 03:29:50 PM
Quote from: Danny on September 26, 2016, 02:46:22 PM
There's still some scaling issues between the deer, dry grass and the mountains. The second is much better than the first but ..

You are 100% right Danny. I think maybe I made my default SSS a little too small, so I could see the detail better....workin' on it. Thanks!
Title: Re: Deer Tracks
Post by: luvsmuzik on September 26, 2016, 11:49:25 PM
Okay, I modified the original deer object and varied the scale on 2 populations. Still WIP



Title: Re: Deer Tracks
Post by: bobbystahr on September 27, 2016, 01:51:30 AM
I think I hit on what's bugging me; it seems to be Mountain Goat country, Deer tend to forests and plains. It for sure throws me off and my brain can't establish scale without an arboreal setting.
Title: Re: Deer Tracks
Post by: luvsmuzik on October 04, 2016, 05:39:41 PM
Tried Dune's FSS for grass look here....Three shaders so far. I will increase the green stone height from 4 to 20 next render. Very small scale stones and varied density, all less than 1.
Render time 30 minutes.
Title: Re: Deer Tracks
Post by: bobbystahr on October 04, 2016, 08:00:23 PM
very nice work on the grass for sure. some longer blades would help.
Title: Re: Deer Tracks
Post by: Dune on October 05, 2016, 02:31:29 AM
If you also add a little displacement under the grass (roughen it up), it might get pretty good, but actually I would mix this with 'real' grass. Usually the procedural grass is best somewhere in mid distance.
Title: Re: Deer Tracks
Post by: luvsmuzik on October 05, 2016, 08:00:37 PM
Giving this a rest.

FSS rocks for grass green color 0.003 scale, 0.05 density and 140 length 0 pancake, yellow color 0.003 scale, 0.04 density and 130 length with 0 pancake.

Exper. atmo bloom 0.1
Bloom 0.1
Sun 5, light yellow
Detail 0.6, AA4

TG4 free version
Title: Re: Deer Tracks
Post by: luvsmuzik on November 05, 2016, 03:46:23 PM
Grouped deer object experiment before backdrop became the Alps rather than the Smokies....I was gonna try and sneak in a tree or two.
Title: Re: Deer Tracks
Post by: ajcgi on November 08, 2016, 11:32:13 AM
Even in snow, deer forage about on the ground or reach to nearby trees. Stood in a neutral pose as a group like this is a rarety in my experience as someone with a huge archive of deer photos. Is there a chance you can change the pose of most of the deer?
Title: Re: Deer Tracks
Post by: luvsmuzik on November 08, 2016, 02:12:20 PM
Quote from: ajcgi on November 08, 2016, 11:32:13 AM
Even in snow, deer forage about on the ground or reach to nearby trees. Stood in a neutral pose as a group like this is a rarety in my experience as someone with a huge archive of deer photos. Is there a chance you can change the pose of most of the deer?

Thanks ajcgi I know exactly what you mean. Too many "deer in the headlights"...haha
I have three different poses in this group now, but I shall keep trying. I am getting hung up on reconstruction trying to add more subdivisions in the neck area. I tried to add bones to it to avoid deforming it but I didn't have much luck. So for me it is all trial and error in Blender. My attempt to make my own rather looks like a 50s animated version, even with subdivisions, haha.
Title: Re: Deer Tracks
Post by: luvsmuzik on November 09, 2016, 08:27:57 PM
Added some PFs to tree bark and now there are 8 deer with six poses.
3Fake stone shaders
Gras7
Deer free obj ...Did this come free with TG2? Been so long I forgot.
Title: Re: Deer Tracks
Post by: DocCharly65 on November 10, 2016, 12:57:26 AM
Gets better :)
Perhaps a bit work on the background mountains and a bit variation of the foreground groundcover now?
Title: Re: Deer Tracks
Post by: luvsmuzik on November 10, 2016, 10:16:31 AM
Thanks Doc! shhhhh .....don't tell anyone that the deer and trees are one object. I had to group all of this together to get the deer where I wanted them. The object itself is really not that big as there are not too many subdivisions, except for the deer.

Rendering in 15 minutes without clouds,(0.6 detail, 4AA)on my 4Gig. I will add those when I get other stuff set in.
Title: Re: Deer Tracks
Post by: luvsmuzik on November 10, 2016, 02:33:38 PM
A few modifications and a blur close up. Over lightened to check polygon stretching on the deer.
Title: Re: Deer Tracks
Post by: luvsmuzik on August 23, 2018, 01:30:37 PM
Old files transferred and fixed up a little.