Tried this one with a few adjustments. Deleted the diver and substituted texture with file share by Dragonfire.
Oleg S Underwater.tgd
AP crabgrass tgo
BobbyStahr crystal tgo
Asking Bobby Stahr about this cause I know you did one. Would your crystal object take a reflective shader and show under this dense atmo?
Quote from: luvsmuzik on January 04, 2017, 12:45:24 PM
Tried this one with a few adjustments. Deleted the diver and substituted texture with file share by Dragonfire.
Oleg S Underwater.tgd
AP crabgrass tgo
BobbyStahr crystal tgo
Asking Bobby Stahr about this cause I know you did one. Would your crystal object take a reflective shader and show under this dense atmo?
I really don't know having never tried that...give it a go and post a result, y got me hooked...
New setup, TG4 clouds.
I like both versions, but WIP.
Then the kid in me just can't be serious all the time.
mhaze Columnar rockface terrain
AP More moss
Those are pretty cool.
Indeed they are...you're making nice headway with underwater...
Quote from: Dune on January 08, 2017, 11:58:19 AM
Those are pretty cool.
Quote from: bobbystahr on January 09, 2017, 12:19:00 AM
Indeed they are...you're making nice headway with underwater...
Thank you both very much!
This time I was experimenting with the crystals. Not sure if this is an AP share?
Anyway, 8 shaders on the crystal so I tried a transform input and a power fractal in luminosity shader. Trying to see what color I want the crystals.
Then I went filter crazy and blurred it up out of program. I know it looks cartoonish and that is okay at this point.
http://archive3d.net/?category=30
Same site for fishing ship 3ds used in these experiments.
I had to delete the windows to make them not grayed out looking as it has a UV map that would not mask transparent windows for me.
WIP So, obviously a scavenger has rescued her.
You might need to take it through Poseray (or something) to get a smoother hull. Recalculate normals with another angle set.
Quote from: Dune on January 10, 2017, 02:51:58 AM
You might need to take it through Poseray (or something) to get a smoother hull. Recalculate normals with another angle set.
Ah! Thanks, I was wondering about that. I saw those edges poking out too. I tried switching tris to quads to no luck, but as you know, I am quite the novice. I don't know if importing changes faces, edges, when you convert 3ds to obj ...maybe. My initial import, not Terragen.
Very much still a WIP but got a mirror reflection finally! Haze density 20. 2 suns, one at 1 and one at 8.
Mr. Lampost's bushpack 6c. Gonna fix the color with next lighting adjust....
Just trying different stuff here.
Quote from: luvsmuzik on January 09, 2017, 04:18:34 PM
http://archive3d.net/?category=30
Same site for fishing ship 3ds used in these experiments.
I had to delete the windows to make them not grayed out looking as it has a UV map that would not mask transparent windows for me.
WIP So, obviously a scavenger has rescued her.
If you are still pursuing this scene here's a much better looking model
http://www.sharecg.com/v/27891/view/5/3D-Model/Fishing-boat
Quote from: bobbystahr on January 11, 2017, 03:51:53 AM
Quote from: luvsmuzik on January 09, 2017, 04:18:34 PM
http://archive3d.net/?category=30
Same site for fishing ship 3ds used in these experiments.
I had to delete the windows to make them not grayed out looking as it has a UV map that would not mask transparent windows for me.
WIP So, obviously a scavenger has rescued her.
If you are still pursuing this scene here's a much better looking model
http://www.sharecg.com/v/27891/view/5/3D-Model/Fishing-boat
Thanks bobbystahr! I registered and found some neat free stuff there^^.
Huh, smooth shading the trawler did the trick....duh me.
I put ya a start Blender file in sharing with a scene already set up so you can at least see an object in similar settings.
If you download Blender make sure you enable a lot of things that you can use in User Preferences and be sure you save those settings.
Your scene is looking quite nice here as well.
If you know how to model, you can take out the windows and give them a separate texture. I did, and made them into glass.
Working on about 4 renders today.
Put a second sun in this one to see the marvelous displacement on the stone cube obj.that is part of the file share.
Quote from: Dune on January 13, 2017, 02:57:51 AM
If you know how to model, you can take out the windows and give them a separate texture. I did, and made them into glass.
The fishing ship model is UV wrapped with a single image. In the object file there is a dummy file with each texture for each going to the map. The object is very complex, (pulleys, cables, poles, windows,) in addition to the body of the ship itself, now triangulated; so I may try to delete the texture and try to texture it all over again in edit mode. I do not mind the learning experience, unless there is a simpler method to tear apart the single UV image.
I know. But it's very simple, just leave all as is, but select the windows' vertices and rename them as a different material. Then in UV mode clear the selected vertices out of the map. They needn't be mapped for glass, and in my experience it's always better to get them out of the existing map then. In TG add a glass shader to the second material, first one can stay as is.
low quality render
trying a work around on sunlight visibility underwater
Neptune - Louvre Museum (Low Definition) by Benjamin Bardou is licensed under CC Attribution
Fern tgo
serene, yet violent simultaneously..well done, heh heh...Nice work, I'd continue tweaking this, you're heading in the right direction.
Thanks bobby!
Yes, good start. You don't even need a water plane in circumstances like this.
Oh - the last one is a very good start!
Thanks Doc Charly and Dune!
Trying a couple of things while retaining the orginal version as well.
In the first image above I put the sand highlights in post render, using a layer for the highlights with opacity reduced to about 30%.
So then I am thinking why can't I apply that as an image map on a surface layer? So I tried it. I used a til-able water texture that I colorized to a sandy gold. (Leaving it blue was a real mess) I must say I am okay with it, but still experimenting. It is on the same layer as my FSS and now they are too dark. I don't know how to adjust that.
My next endeavor I am going to try to apply the foam clip to see what that does, as all I really want is a lighter voroni pattern bouncing on the sand, similar to the clouds above.
Some samples shown.
Quote from: luvsmuzik on March 06, 2017, 08:41:53 AM
Thanks Doc Charly and Dune!
Trying a couple of things while retaining the orginal version as well.
In the first image above I put the sand highlights in post render, using a layer for the highlights with opacity reduced to about 30%.
So then I am thinking why can't I apply that as an image map on a surface layer? So I tried it. I used a til-able water texture that I colorized to a sandy gold. (Leaving it blue was a real mess) I must say I am okay with it, but still experimenting. It is on the same layer as my FSS and now they are too dark. I don't know how to adjust that.
My next endeavor I am going to try to apply the foam clip to see what that does, as all I really want is a lighter voroni pattern bouncing on the sand, similar to the clouds above.
Some samples shown.
I dunno if you've seen this but I find it very handy...a caustics generator for free:
http://www.softpedia.com/dyn-postdownload.php/a5d0baf6e4200ccc82d6595692a0d36a/58bd84c0/2bfc4/4/1?tsf=0
Done and done. Thanks bobby! I think my paint program does this too, I used to make a little water (groan) back in the day as well. Animated water jpg, remember?
Edit: put the FSS on a new layer, now have them back!
Quote from: luvsmuzik on March 06, 2017, 10:58:06 AM
Done and done. Thanks bobby! I think my paint program does this too, I used to make a little water (groan) back in the day as well.
Edit: put the FSS on a new layer, now have them back!
as you get older you make a lot more water every day,,,hee hee hee
;D ;D ;D ;D ;D
More what I was after here.
This is the corrected FSS layer and image map on default terrain.
Still going to try the foam clip or maybe a new caustic generator one..4 hour render due to quality and top cloud layer, but I can live with that.
Now to make some kelp....haha
That looks good. The scene gets closer to an underwater! :)
Agree, the effect is striking. Did you vary size on the ferns?...looks a bit planted all at the same time.
Thanks Jo!
Quote from: bobbystahr on March 06, 2017, 05:57:21 PM
Agree, the effect is striking. Did you vary size on the ferns?...looks a bit planted all at the same time.
Thanks bobby! I should do that I guess. I was debating to leave them or no, but I do kind of like them. Guess nobody trims underwater, ha!
Quote from: luvsmuzik on March 06, 2017, 09:01:20 PM
Thanks Jo!
Quote from: bobbystahr on March 06, 2017, 05:57:21 PM
Agree, the effect is striking. Did you vary size on the ferns?...looks a bit planted all at the same time.
Thanks bobby! I should do that I guess. I was debating to leave them or no, but I do kind of like them. Guess nobody trims underwater, ha!
Although some folks harvest seaweed. I take Norwegian Kelp supplements
Adjusted Fern scale
I think I like the murky one more but that may just be my mood today...all murky and cold post blizzard...very cold.....
Awww...my daffodil bloomed today....before the next round of snow coming up , hehe
Well, I got something different, trying Dune's 3 sun technique
Interesting but I still like Neptune7 (2).jpg best
Quote from: bobbystahr on August 12, 2018, 09:33:53 AM
Interesting but I still like Neptune7 (2).jpg best
Well, me too.That is the image map one made with the generator. I could probably rescale that to show the caustic impression more,
Every day that the sun shines, I get this prismatic effect on my carpet. Light bouncing off my grandma's 100 year old beveled edge mirror. Fun to watch it move around the room. :) Unfiltered tablet picture, no bright white center in reality.
If only we could just do light masks.
I was able to soften Rene's voronoi tgc, used it as an inverted surface layer mask.
All this needs is a yellow brick road :)
Still 3 suns cyphyr's crystals
Quote from: luvsmuzik on August 12, 2018, 05:08:03 PM
All this needs is a yellow brick road :)
Still 3 suns cyphyr's crystals
That, that's sure pretty. Especially the suns colours playing a role in specular highlights.
Here is the terrain sans objects. 3 suns again, RGB. Haze cyan, tight voronoi density on thin cloud layer. My sun position differential is 0.4 degrees. I need a yellow submarine!
Brightness/contrast filter very mild.
Quote from: luvsmuzik on August 13, 2018, 12:45:31 PM
Here is the terrain sans objects. 3 suns again, RGB. Haze cyan, tight voronoi density on thin cloud layer. My sun position differential is 0.4 degrees. I need a yellow submarine!
Brightness/contrast filter very mild.
Interesting effect, again.
Also, here: https://sketchfab.com/models/6b7f8b87fc644a0291105706cfcb6e27
Not THE yellow submarine, but it's Yellow.
Quote from: WASasquatch on August 13, 2018, 02:07:48 PM
Interesting effect, again.
Also, here: https://sketchfab.com/models/6b7f8b87fc644a0291105706cfcb6e27
Not THE yellow submarine, but it's Yellow.
Oh cute! Got it converted to obj in Blender2.79. Will add to render and show in a couple hours. Thank you!!
Yellow submarine by https://sketchfab.com/abiyasamusyafa
Quote from: luvsmuzik on August 12, 2018, 02:56:49 PM
I was able to soften Rene's voronoi tgc, used it as an inverted surface layer mask.
nicely done LUVS
Just had to try that lilyturf object from File Sharing.
Thanks for the link WASasquatch! I was able to vary the color with 3 suns set 0.4 degrees apart. (Dune's prism effect)
Quote from: luvsmuzik on July 22, 2019, 09:39:03 PM
Just had to try that lilyturf object from File Sharing.
Thanks for the link WASasquatch! I was able to vary the color with 3 suns set 0.4 degrees apart. (Dune's prism effect)
It actually looks really cool in this scene. Good job Luvs. Ironically I was just wondering what you were up too lately this morning.
Thanks for mentioning the prism effect, turns out really nice here. I do think though, that a bit (quite a lot) more haze would give a better feeling of underwater. So that you just see the far 'mountains'.
What a nice submarine scene!
I know it costs render time but Ulco is right. very thick atmo and if you are really patient an additional decent DoF would look great!
Quote from: bobbystahr on January 11, 2017, 03:51:53 AM
If you are still pursuing this scene here's a much better looking model
http://www.sharecg.com/v/27891/view/5/3D-Model/Fishing-boat
Thank you bobby for that sharecg.com link I had never heard of it before but just downloaded some cool models!
Quote from: CredePendrel on July 30, 2019, 09:01:55 AM
Quote from: bobbystahr on January 11, 2017, 03:51:53 AM
If you are still pursuing this scene here's a much better looking model
http://www.sharecg.com/v/27891/view/5/3D-Model/Fishing-boat
Thank you bobby for that sharecg.com link I had never heard of it before but just downloaded some cool models!
You're most welcome. Enjoy the site.