More info will follow...
Wow, very nice! The mountains here don't quite look convincing to me, but everything else was stunning. It's clear you used a fantastically high AA setting - I'm guessing something like 12 or 13, right? Also, which tree model is at the left in the foreground?
Thanks O_b! What do you mean about the mountains?
The AA settings were indeed high, but not at 12 or 13....Actually, the rendersettings were detail 1, GI 2/2 and AA 18!
The model is from Xfrog, Europe 1 collection and it is a Crack Willow.
The scene contains 3 grass populations at VHQ settings, 1 VHQ flower population, 6 VHQ tree populations and the model on the foreground with an Ivy attached to it in 3DSMax.
I've spent well over a month on designing and testing this scene. Lots and lots of testing for water settings, population densities and placement, terrain displacement and lighting.
Made about 50 incremental tgd-versions and probably well over 100 test-renders.
The final image is rendered at 1500x1000px and took about 50 hours on my quadcore machine. Took many split renders to manage this RAM-demanding-scene :)
A lot of the masking of the populations is done by using combinations of positioned cameras connected to distance shaders which then act as blendshader for the density fractals of the populations. This gave me quite good control where I exactly wanted the populations (not) to be. Unfortunately at that moment I wasn't aware of Nikita's camera-mask technique which probably would have saved some time, but not that much.
I can show some more of the techniques involved in this image, but that will be a bit later...I'm a bit short on time.
Everybody just feel free to ask.
Martin
Very nice. I want to be there.
Impressive realism, particularly foreground and grass population !
I really like it, nice vegetation and POV too, great work.
A good improvement! This reminds me I never gave you my feedback from your email, so I'm very sorry about that. Have been quite busy. :(
Anyway it's probably too late now, but I'll give my thoughts anyway. ;D Once again the foreground is absolutely stunning here. I wouldn't really make any changes there as it's really some of the best I've seen, and remarkably realistic.
Once you get beyond the greenery is when some little problems creep in. I think the most distracting thing to my eye is the uniformity, frequency, and consistent coloration of the dead trees. It really calls attention to the limitations of non-procedural models (they're all the same). I'm not sure there should be so many dead trees either. Even if the number of them were kept the same, if the color could be varied it would help a lot. They jsut stand out so much right now it doesn't look natural. But they're in the distance so it's not that noticeable really.
The other thing is the distant mountain. I find the shape of it just doesn't seem realisti. I think partly it's not "sharp" enough - it's very rounded in most of its features. It may also have to do with the texturing, but it's hard to say.
But these are fairly minor critiques - overall it's an excellent image and you could easily consider it "final".
- Oshyan
very very good render !!!
love the grass and the far population !
oh this i stunning!!!!
i love everything about this scene!!!!
aa of 18 is pretty high with my castle grounds picture the aa was set to 15 it was originally 33 and detail set to 1.5 but it was just taking so long to render may give another shot by splitting it like you did with this ;)
I agree with Oshyans comment about the frequency of the dead trees, other than that his looks stunning. :o
Beautiful render, very realistic ! Good work, but certainly a very long work !
A question: How did you do to spread your population regularly at the water's edge?
Thanks a lot so far guys :)
I'll see what I can do about those dead trees. I presume you guys mean the area to the right of the tree with the ivy?
Quote from: Phylloxera on June 15, 2008, 03:42:25 AM
Beautiful render, very realistic ! Good work, but certainly a very long work !
A question: How did you do to spread your population regularly at the water's edge?
This was done quite easily using very tight constrictions near the water's edge.
Just take a look at the picture below to see how I did it :)
Martin
Very nice, I really like the tufted foreground grass.. I do have to agree about the dead trees though and while it's hard to put my finger on what is off, the show line looks a little odd.
Shame about the dropped bucket, at the bottom lust to the left of centre.
Quote from: Mr_Lamppost on June 15, 2008, 08:34:32 AM
Shame about the dropped bucket, at the bottom lust to the left of centre.
Oh darn :s...I made 7 additional renders to replace bucket-errors :( and missed this one, but thanks for noticing :)
Please solve this problem guys, it's really annoying and costs lots of extra time to solve.
Re-rendering parts costs time and sometimes the GI doesn't match so you'll have to match it in photoshop or in the worst case render it again :(
Quote from: Tangled-Universe on June 15, 2008, 05:28:18 AM
Thanks a lot so far guys :)
I'll see what I can do about those dead trees. I presume you guys mean the area to the right of the tree with the ivy?
Quote from: Phylloxera on June 15, 2008, 03:42:25 AM
Beautiful render, very realistic ! Good work, but certainly a very long work !
A question: How did you do to spread your population regularly at the water's edge?
This was done quite easily using very tight constrictions near the water's edge.
Just take a look at the picture below to see how I did it :)
Martin
I use as a shader distribution for my populations, I am just surprised as you succeeded in laying out your population also clearly!
Certainly a question of adjustments of the shader!
Thus it is quite carried out!
Super lovely! I agree with Osh about the mountains, they don't look sharp enough- maybe need more frost action imo. Otherwise amazing!
monks
Really great and realistic imgae.. i for my part find the mountains in the background quite realistic (middle-italian apennin mountains look like that, or some low mountains in the alps)... what i found a bit repetitive are the stones disseminated in the grass right in the bottom right corner.. they seem.. odd.. i can't explain it very well sorry :(
Quote from: Tangled-Universe on June 15, 2008, 08:56:47 AM
Quote from: Mr_Lamppost on June 15, 2008, 08:34:32 AM
Shame about the dropped bucket, at the bottom lust to the left of centre.
Oh darn :s...I made 7 additional renders to replace bucket-errors :( and missed this one, but thanks for noticing :)
Please solve this problem guys, it's really annoying and costs lots of extra time to solve.
Re-rendering parts costs time and sometimes the GI doesn't match so you'll have to match it in photoshop or in the worst case render it again :(
I know how you feel; those dropped buckets are a bummer. ;D >:( ;D
Quote from: ramsesoriginal on June 15, 2008, 03:29:42 PM
Really great and realistic imgae.. i for my part find the mountains in the background quite realistic (middle-italian apennin mountains look like that, or some low mountains in the alps)... what i found a bit repetitive are the stones disseminated in the grass right in the bottom right corner.. they seem.. odd.. i can't explain it very well sorry :(
Thanks for your comment :)
I agree about the repetitiveness of the disseminated stones...that's because the displacement scales are quite small with low octaves and a slightly lowered offset with higher contrast.
Resulting in sharply localized displacements which can tend to be repetitive.
I also don't find the mountains too bad, not that I'm entirely happy with it,... I've been trying to fiddle with it but I'm a bit out of inspiration with this work. I'll see what I can do about it.
Wow... my jaw dropped.
This is a great image - I think the mountains are fine, personally.
Really awesome. Keep it up. This is definitely IOTW material.
no crits from me...I love it!
Thanks so far guys, a new version with improved background-mountains will be posted soon :)
T-U, don't forget to read your PM's. ;)
- Oshyan
Done, thanks :)
By the way, for everyone, a couple of days ago I already posted this version at CGSociety over here:
http://forums.cgsociety.org/showthread.php?f=132&t=646779 (http://forums.cgsociety.org/showthread.php?f=132&t=646779)
Seems like people start to get interest/to like TG it ;D
I really can't wait for your new version as it is going to be my new desktop image ;) . Can you explain how you did split renders and if they're possible in the free version? This would be really great for me, because I can use only one cpu-core and the render I completed tonight took 27 hours at 512x320 px (image doesn't look special though, I haven't worked into TG2 yet :-X).
Quote from: MacGyver on June 29, 2008, 04:55:39 AM
I really can't wait for your new version as it is going to be my new desktop image ;) . Can you explain how you did split renders and if they're possible in the free version? This would be really great for me, because I can use only one cpu-core and the render I completed tonight took 27 hours at 512x320 px (image doesn't look special though, I haven't worked into TG2 yet :-X).
27 hours for such a small image? You definitely have to check your rendersettings i.e. GI surface details (almost never necessary) and raytraced shadows in atmosphere/clouds.
Both settings add tremendous amounts of rendertime and are probably not needed.
Creating split renders is easy:
1) Set up your scene, rendersize and quality. Save your tgd.
2) Open another instance of the programm and load your tgd in there as well.
Go to your task manager (rmb on taskbar or CTRL+ALT+DEL) and go to the processes tab. Sort by "Image name" and you'll find tgd.exe 2x.
Right-click on the first process and choose "set affinity". In case of a dualcore you'll see CPU 0 and CPU 1. Assign each instance of the programm to a different single core.
2) In each instance go to the tab "crop region" and check "do crop region".
For the first instance set crop left to 0, crop right to 0.55, crop bottom to 0 and crop top to 1.
For the second instance set crop left to 0.45, crop right to 1, crop bottom to 0 and crop top to 1.
3) Both instances do now have a different core assigned and also render different regions of the image. Render the image!
4) As you'll notice there's an overlap in the regions and this is needed because in the free TP2 version of TG2 differences in GI can occur.
Loading the files into Photoshop for example will enable you to blend the overlapping pieces to a whole.
That's it, good luck and if you have questions just ask again :)
Martin
Wow, big fat thank you! :)
Now it's time for MULTI-THREADING ;D ;D ;D
PS: Yes indeed, I had raytraced shadows and shadows in atmosphere turned on for every of the 4 lightsources and as I'm seeing now the render doesn't look any different, except the clouds are brighter ;)
Quote from: MacGyver on June 29, 2008, 06:25:14 AM
Wow, big fat thank you! :)
Now it's time for MULTI-THREADING ;D ;D ;D
PS: Yes indeed, I had raytraced shadows and shadows in atmosphere turned on for every of the 4 lightsources and as I'm seeing now the render doesn't look any different, except the clouds are brighter ;)
You're welcome :)
Keep in mind that you ONLY need raytraced atmosphere switched on if the terrain casts shadows on your clouds. Else it is NOT needed.
In the main rendersettings tab there's also a setting for raytraced shadows and if you render a terrain you will always need this to be switched on, except when you're rendering a clouds-only image but that doesn't differ in speed anyway.
Very Very Nice Creation Martin! I'm surprised this didn't make IOW? or did it?
The vegetation fits great but I guess that's the high render settings. The foreground is exceptionally good. Maybe too many dead trees and I suspect you could have set up a more interesting composition but this is really good!
Apparently we haven't yet seen the final... ;)
- Oshyan
Correct ;D
I've setup a new version, more visible flowers, no dropped buckets and I've added another populated area to cover the 'dead trees', which aren't meant to be dead trees by the way, but I'll show that all to you later guys ;)
There's also a cloud layer (not sure of that yet) and I've improved the Ivy.
There's only one letdown. There are thunderstorms here during the day and I don't feel up to leaving my computer switched on and rendering while I'm not at home. So I hope to finish the render somewhere this weekend :(
Martin
Quote from: efflux on July 03, 2008, 12:58:40 AM
The vegetation fits great but I guess that's the high render settings. The foreground is exceptionally good. Maybe too many dead trees and I suspect you could have set up a more interesting composition but this is really good!
What's not so interesting about it? I mean, all the elements are well visible and balanced. Not a typical landscape/sky at 50/50 distribution for example.
The composition shows foreground detail, depth by various scales from grasses to decreasing size of trees together with a gentle haze.
Honestly I don't see what could be more interesting, unless you have a very very good suggestion ;) :P
@Tangled-Universe: an incoming Meteor with lots of fire and smoke!!! ;D ;)
Ghehe yeah :P
I have to admit that would be quite a challenge :)
I can't wait to see the latest. This image has to be in my top 10 of best TG2 images created yet.
Thanks Moodflow :)
Unfortunately I ran into a couple of problems with this scene and I'm not sure whether it is due to the new version or personal failure.
Here's a crop of a testrender showing several problems, from left to right:
1) What's up with the intersection of the cloud with the populations?
2) Why do some flowers render completely and some don't?
3) Why doesn't the population rotate randomnly on it's Y-axis? Alle the trees have the same orientation :(
4) Why are the trees suddenly floating, while they were not before? I only added an extra PF-based terrain (3 in total now, was 2 before) with distance masking, all before the compute terrain.
This .tgd is 99% the same compared to the latest version and I don't understand these problems and haven't been able to resolve them.
Hope somebody can help.
Martin
After some troubles with the 4th TP:
The final result!
Decided to give it an other name, why not :)
Original render is 1500x1000 px, would like to post it here, but don't know how yet...?
Detail 1, GI 2/2 with supersample prepass and blur radius @ 10.
Feel free to comment and/or ask, thanks for stopping by again!
Martin
Wow, great image! Nice flora, but the atmo and lighting are making this sooo realistic... Great Job!
awesome job. also, a great place to upload high res large files is deviantart.
very very good job !
at last the new IOTW ;)
Thanks guys :)
Quote from: neuspadrin on July 09, 2008, 04:59:18 PM
awesome job. also, a great place to upload high res large files is deviantart.
I do have an account at DA, but I think I can't hotlink images from DA into this forum, isn't it?
I want to insert an inline image here (it's about 950kb).
Martin
That's a truly amazing image. Well done.
One word: Amazing!! :o
Again, this is a beautiful image, and a great composition all around.
I liked the first version very much, but this is a great improvement. The fog really makes it great. ;D
Nice job. +1 cookie for you
use http://www.flickr.com/ to upload your image... and then, link it here...
NIce one tu ;)
i love the fog and the lake and background mountains have been superbly textured!!!
however i am not to keen on that bar patch though this could be due to forestry or a land slid which adds to realism i find distracting if i were you i would cover it with either the savanna grass or more trees
smashing job....more please!!!
;)
Great render, love it.
And for the ones who like: with a TG rendered Z-depth-map applied to it...
Martin
very nice. isn't there a thread somewhere that says how to do that?
Quote from: mrwho on July 10, 2008, 04:55:11 PM
very nice. isn't there a thread somewhere that says how to do that?
Yes there is, though it is in an image post:
http://forums.planetside.co.uk/index.php?topic=4035.msg43269#msg43269 (http://forums.planetside.co.uk/index.php?topic=4035.msg43269#msg43269)
...and here how it is actually done:
http://forums.planetside.co.uk/index.php?topic=4035.msg43335#msg43335 (http://forums.planetside.co.uk/index.php?topic=4035.msg43335#msg43335)
That node "distance shader 05" adds a black and white gradient to the surface of the model (in this case).
You'll have to apply all the distance shaders (like shown in the link above) with the same settings to each model and also as the last surface layer of your terrain.
I've made a quick and dirty tutorial image :)
Hope this helps!
If you paint all the crap I've pasted inside the original depth-image black you can try it yourself on the first version without DOF I posted yesterday ;)
I forgot to say you can also use spherical projection of the distance instead of Z-depth.
Martin
How did you solve the problems with the 4th release? Are you going to post the high-res version somewhere else?
The DOF seems to be very slight and discreet, I almost didn't notice it; can't evaluate if this image profits from it.
I definitely do like the flowers you added very much :D Immense improvement with the mountains, the shape looks pretty realistic!
Congratulations, I like it ;D
I'll post the high-res version soon.
I'm rendering this now @ 2400x1800 ;D and I'm considering to submit it to 3D World magazine.
Last month's issue had a tiny article about the TP of TG2 so I think it is a good moment to show 3D World a glimpse of TG2's possibilities.
I don't think I'll make a chance, but you'll never know. Maybe they give me a tiny spot with 3x2" picture print ;D
What do you guys think?
Martin
Quote from: MacGyver on July 11, 2008, 12:50:12 PM
How did you solve the problems with the 4th release? Are you going to post the high-res version somewhere else?
The DOF seems to be very slight and discreet, I almost didn't notice it; can't evaluate if this image profits from it.
I definitely do like the flowers you added very much :D Immense improvement with the mountains, the shape looks pretty realistic!
Congratulations, I like it ;D
The problems with the 4th release kinda solved themselves.
Somehow first Matt's suggestions didn't work, don't know why, but somehow it worked perfectly later. Strange.
The populator rotation problem is still a bit unclear, but I'm pretty sure now that it is my model which has mirrored-like structures so it looks almost the same from any angle.
Congratulations for the IOTW ! ;)
Quote from: seth93 on July 17, 2008, 04:16:14 PM
Congratulations for the IOTW ! ;)
A very well deserved honour... fantastic work Martin. All hail! :)
Thank you thank you guys for your support :)
I'll post a link to the 2400x1800 version as soon as it is finished!
Martin
Am looking forward to it...
This is stunning ...
guess I need some time to learn new stuff :-)
Still rendering? ;) ;D
Quote from: Volker Harun on July 18, 2008, 02:49:03 PM
This is stunning ...
guess I need some time to learn new stuff :-)
Thanks Volker :)
Quote from: MacGyver on July 20, 2008, 02:19:30 PM
Still rendering? ;) ;D
Yes still rendering :)
I think it is finished for 90% now...still some parts of the grass has to be rendered and that takes up about 70% of the total rendertime, so I think I will have this finished about wednesday if I don't run into troubles in the meantime ;D
Impressive... please post how many hours it took, I guess well above 100? :o
You should call your new resolution "one size fits all" ;D
Quote from: MacGyver on July 21, 2008, 06:44:23 AM
Impressive... please post how many hours it took, I guess well above 100? :o
You should call your new resolution "one size fits all" ;D
Oh yes for sure it's one size fits all :) lol
I'm never going to do this again anymore ;D
In total it already took about 150 hours of rendering and it's not even finished yet ;)
You perhaps already said this before but my memory is failing me... you render on a quadcore machine? Do you use the multicore capabilities of the new Terragen-Build or are you rendering the image partially by using the Windows Task Manager (like you explained to me, thx again!)?
As you are rendering the image that big, I perhaps take the awesome tree in the foreground as a fullscreen desktop background ;)
Right now, I still have my invidious Joker staring at me (image from my last thread) but perhaps there will come a time when he chases me in my dreams :o then I will switch to something nicer :D
Quote from: MacGyver on July 21, 2008, 12:48:00 PM
You perhaps already said this before but my memory is failing me... you render on a quadcore machine? Do you use the multicore capabilities of the new Terragen-Build or are you rendering the image partially by using the Windows Task Manager (like you explained to me, thx again!)?
As you are rendering the image that big, I perhaps take the awesome tree in the foreground as a fullscreen desktop background ;)
Right now, I still have my invidious Joker staring at me (image from my last thread) but perhaps there will come a time when he chases me in my dreams :o then I will switch to something nicer :D
Haha lol :) Well great to hear you're going to use the tree as your background ;D
I render in two instances, both with 2 cores assigned. Each instance uses up to 2.3 GB of RAM now at the moment when I'm only rendering the grasses.
The last bits and pieces are rendering now, it is 99% finished.
99,9% finished...but now there's one freaky annoying problem...the right foreground flower only renders partially ???
I've re-rendered a crop of that part for 6 or 7 times but it still doesn't complete the flower. The upper part is cut off....grrrr :( :'(
The renderer also keeps spitting population counter errors...
Anybody an idea?
Are you on TP5?
Not yet, because I started rendering 1,5 week ago in TP4...
edit: also confirmed with TP5
You may try adjusting cache sizes (up or down ;D). What version of Windows are you on?
- Oshyan
Quote from: Oshyan on July 23, 2008, 01:40:35 AM
You may try adjusting cache sizes (up or down ;D). What version of Windows are you on?
- Oshyan
I've tried 800, 1024, 1200 and 2048 MB. I probably might try lower values?
I'm using XP64-bit and have 8G RAM.
Martin
You can try smaller, but if it's a memory issue I would think the larger cache would help. Cache adjustments may still have an effect - it's worth trying anyway.
- Oshyan
Even bigger than 2048 MB??
Increasing this setting didn't increase my ram usage that much. Rendering the crop 'just' takes 980 MB while rendering a 6th or quarter of the image uses up to 2.4 gigs of ram...
Hi Matt/Oshyan,
I've tried everything I could think of:
I'm rendering it with 4 cores and tried subdiv cache at 200, 300, 400, 800, 1024, 1200, 2048 and 2560 MB. Higher wasn't possible.
I also tried increasing the AA level to get smaller buckets to be rendered.
All did not work :'(
What's next to try?
Thanks in advance.
Martin
No, I would not suggest larger than that. I was referring to smaller sizes possibly helping, but it was doubtful, and I see it did not help.
As for other suggestions, you could see if it happens in the same way at different detail levels. I'm not sure if Detail Blending would affect it either (on the Extra tab). Honestly I'm just grasping at straws here at this point.
I know it's a complex scene, but if you could share it in entirety it would probably help diagnose the problem. You can make arrangements with us through support AT planetside.co.uk
- Oshyan
Quote from: Tangled-Universe on July 23, 2008, 04:20:22 AM
Even bigger than 2048 MB??
Increasing this setting didn't increase my ram usage that much. Rendering the crop 'just' takes 980 MB while rendering a 6th or quarter of the image uses up to 2.4 gigs of ram...
Try any or all of the following:
Max threads = 1
AA = 1
Detail = 0.1
Disable everything except the population that contains the problematic flower
Go back to basics, try to make it easier for the renderer, and then you can start increasing complexity again.
Matt
Thanks a lot Oshyan and Matt.
I was also thinking about lowering the threads, when I was lying in bed this night...haha how scary ;D
I'll try the suggestions tonight when I'm back from work.
Martin
Lowering threads to 1 min and 1 max seem to help. The GI pass already showed and I can confirm it for the first 2 of 6 buckets to be rendered :)
Finished! ;D
There's also a version without fallen tree and mid-ground trees on the left going to be posted within a few days.
Then it is really over and out ;D
(http://img41.imagevenue.com/loc877/th_29104_TU-A-Brand-New-Day_122_877lo.jpg) (http://img41.imagevenue.com/img.php?image=29104_TU-A-Brand-New-Day_122_877lo.jpg)
The reflections in the water always remind me of that artists interpretation of DirectX in Flight Simulator X that microsoft tried to pass off as actually being in game.
By that I mean;
http://cybernetnews.com/wp-content/uploads/2007/05/directxflightsimulator.jpg
Quote from: PG on July 24, 2008, 04:09:05 PM
The reflections in the water always remind me of that artists interpretation of DirectX in Flight Simulator X that microsoft tried to pass off as actually being in game.
By that I mean;
http://cybernetnews.com/wp-content/uploads/2007/05/directxflightsimulator.jpg
They should be brighter or darker or...?
No I just mean this is how the water in Flight simulator should've looked like. It would be a perfectly acheivable result with even a modicum of effort which microsoft seem to think is beneath them and they wouldn't have come out looking like total bellends. The reflection of the mountains in the lake looks sweet.
this is just AMAZING
probably the best terragen image of all time!!!!
the water the distrubution of the trees,the texturing of the mountains and foreground rocks,the tree in the foreground the list goes on and on!! every thing is just soooo good and realistic!
im dissapointed about the common yarrow though you can tell its the head is just a complete alpha of the hole bud so it makes the head look flat but common yarrow petal do not form flat like that the sorta ripple and bucket in the middle but this is not your fault i am going to make my own version of the common yarrow i think with real pettles!
also the fallen tree looks fake if it was indeed felled then the branches would be angled differently. we have just felled some old douglas firs on are farm and the branches crumple over and angle more to the ground as well as the leaves also there would be alot of debri around since its a pinus tree of some sort and there branches are usually brittle. this again is not your fault
You know too much about trees, it's almost on the border of fetishism :D
Quote from: PG on July 24, 2008, 05:05:10 PM
You know too much about trees, it's almost on the border of fetishism :D
;D i know im sad!!!
very very good T-U !
Thanks a bunch everybody! :D
Quote from: lightning on July 24, 2008, 05:13:07 PM
Quote from: PG on July 24, 2008, 05:05:10 PM
You know too much about trees, it's almost on the border of fetishism :D
;D i know im sad!!!
Haha...yes you are! lol...;D just kidding of course.
You're absolutely right about the common yarrows. It should be a lot better if the petals were really 3D.
I'm really looking forward to buy and test your ground-cover pack, I have a nice setup waiting for it :)
Now I just have to wait until my new bankcard arrives, because mine is broken :( how do you mean, bad timing!? ;D
Very very good. What grass model(s) is that?
Quote from: Tangled-Universe on July 24, 2008, 05:27:55 PM
Thanks a bunch everybody! :D
Quote from: lightning on July 24, 2008, 05:13:07 PM
Quote from: PG on July 24, 2008, 05:05:10 PM
You know too much about trees, it's almost on the border of fetishism :D
;D i know im sad!!!
Haha...yes you are! lol...;D just kidding of course.
You're absolutely right about the common yarrows. It should be a lot better if the petals were really 3D.
I'm really looking forward to buy and test your ground-cover pack, I have a nice setup waiting for it :)
Now I just have to wait until my new bankcard arrives, because mine is broken :( how do you mean, bad timing!? ;D
LOL! how did you break it? was it that 8k computer you bought?!! i remember dad breaking his eftpos card scraping the ice of the front window of his car!
yeah please can you render something with my groundcover set in that would be really cool :o
reck the yellowish grass is klas's i can tell with the swirly bits on the end the darkgreen grass i cant tell what model that is ???
Where can I download this klas grass?
Quote from: reck on July 24, 2008, 05:38:38 PM
Where can I download this klas grass?
you can download it here
http://www.terralights.de/terralightsII/Downloads/details/id=17.html (http://www.terralights.de/terralightsII/Downloads/details/id=17.html)
@ Lighting: well I didn't really break it, I meant it is just not working anymore...somehow. The magnetic strip works fine but the chip which allows me to make electronic transfers, for paypal for example ;), doesn't work anymore...
I don't remember from who the other grass models are. They're called "Lush Grass"...perhaps they're yours! ;D
HA!!! yea it is my grass!!! its from my V1 grass pack ;) duh i didnt even realise ;D
well thats made my day seeing my grass in such a great image!
Very nice render, Martin. I still think that the background mountains don't quite look right to me (maybe because of a lack of mid-range features?) but overall, definitely a good and accomplished image.
Quote from: lightning on July 24, 2008, 05:43:58 PM
Quote from: reck on July 24, 2008, 05:38:38 PM
Where can I download this klas grass?
you can download it here
http://www.terralights.de/terralightsII/Downloads/details/id=17.html (http://www.terralights.de/terralightsII/Downloads/details/id=17.html)
Thanks and lightning what better advert for your objects than this fantastic image.
awesome at large scale...agree about the background mountains...but still the foreground more than makes up for it!
Congrats on the outcome Martin! What makes this for me is the Plants and POV. Would love to see a version with no vegetation so we could see your displacements and surface work.
Quote from: buzzzzz1 on July 25, 2008, 09:15:59 AM
Congrats on the outcome Martin! What makes this for me is the Plants and POV. Would love to see a version with no vegetation so we could see your displacements and surface work.
That can be arranged :) You'll be surprised how ugly the foreground terrain is without vegetation :P
It's a pity many people don't spot/notice the ivy on the tree...
no i did how did you do that?
Quote from: lightning on July 25, 2008, 05:52:41 PM
no i did how did you do that?
well, it's not that difficult :) Ivy Generator. After converting the Xfrog model to .obj and running it through Poseray I import it into IvyGenerator. Since it is a high-poly model the ivy growth process is fairly slow. Also, the controls aren't really intuitive at first, so it took quite some fiddling to get it look a bit decent :)
It's just that, as far as I know, I've never seen anybody using Ivy's on trees in TG. I can be mistaking of course!
QuoteIt's a pity many people don't spot/notice the ivy on the tree...
??? Pardon? How can you miss it? You'll have to excuse the lack of attention, we were all smitten with the overall quality (kinda like enjoying a
really good strawberry smoothy). ;)
Quote from: zhotfire on July 26, 2008, 02:47:11 AM
QuoteIt's a pity many people don't spot/notice the ivy on the tree...
??? Pardon? How can you miss it? You'll have to excuse the lack of attention, we were all smitten with the overall quality (kinda like enjoying a really good strawberry smoothy). ;)
Okay ;D I apologize ;)
Thanks for your comment :)
LOL TU is so dedicated to the details, he didn't realize how blown away we were by his artwork. Ha!
Martin,
I came back to this threat simply to let you know that in my eyes, this is the most beatiful TG2 render ever made by anyone! A matter of personal preference of course, but to me it really is. Even in case someone wouldn't fancy the scene as such, one has to bow to the exceptional use of and lighting on vegetation and the overall quality.
And as a side remark: I've noticed the ivy first thing! ;D
Cheers,
Frank
Thanks a lot Frank :)
I feel "honored" to get such positive feedback by such experienced and respected TG-artists like you.
Of course I'm happy with all types of feedback from anywho, non-computer users often come with the most simple and logical suggestions ;D
Martin
Congratulations on an excellent render.
This just shows how far we have come since being pleased just to be able to include trees
WOW. I'm gobsmacked! Linda
Quote from: Tangled-Universe on July 24, 2008, 04:05:00 PM
Finished! ;D
There's also a version without fallen tree and mid-ground trees on the left going to be posted within a few days.
Then it is really over and out ;D
(http://img41.imagevenue.com/loc877/th_29104_TU-A-Brand-New-Day_122_877lo.jpg) (http://img41.imagevenue.com/img.php?image=29104_TU-A-Brand-New-Day_122_877lo.jpg)
Foreground; mid ground and distant ground - you've got it all here. This is the best Terragen 2 work I have seen to date. You must get the printer fired up and print this beauty ...a gallery piece for sure!
Looking on this piece after almost 2 years... it's still state-of-the-art :D
One suggestion though: maybe now it's the opportunity to mix some more populations in the background woods where there's quite much repetition with this brown tree sticking out... I think that would put the icing on the cake! ;)
Quote from: MacGyver on January 05, 2010, 07:59:54 AM
Looking on this piece after almost 2 years... it's still state-of-the-art :D
One suggestion though: maybe now it's the opportunity to mix some more populations in the background woods where there's quite much repetition with this brown tree sticking out... I think that would put the icing on the cake! ;)
Thanks Gyver.
At the moment I have lots of other TG-stuff on the shelf, but as soon as ideas and inspiration are gone I will get back to pimping this one, or at least make a new version out of this tgd which might look a bit different. I'm happy you still like it :)
I clicked on the image just above and a new window popped up; Live Video Chat featuring some woman I have never met. :-\
Anyway, great image. It is absolutely stunning. But, when I get done here, I am going spyware and virus hunting.
Quote from: njeneb on January 05, 2010, 08:05:35 AM
I clicked on the image just above and a new window popped up; Live Video Chat featuring some woman I have never met. :-\
Hahahahaha... do you know anything about this Martin? :P
Ghehe, sorry Henry, back then the image-provider hadn't evolved yet as a site with that kind of advertisements, my apologies :)
I'll see if I can get it elsewhere and update the link.
Martin
It's not your fault. That's why I use Flickr. Deviant Art is ok, but they have a lot of strange cookies and the ads are too busy; they take up a lot of CPU I'd rather use rendering. :)