Last post by sboerner - Today at 08:19:48 pm
Amazing! Keeping an eye on this, for sure.
Last post by bcgreen24 - Today at 06:38:12 pm
Now all that being said...I can get the green color I want by jacking the brightness slider for the color way, way down to where it looks almost black. So: I'm thinking that the lighting is to blame, as WAS mentioned?
Last post by bcgreen24 - Today at 06:32:55 pm
OK, so: the brown in this quick test doesn't look as bad as usual-- but, still, comparing the colors in the 'color' tab of '/Base colors' to what is rendered (and also looking at the brown peeking through the 'broken up' green for the grass, you can see the difference). And the 'grass'-- well that green is way lighter than the color in the '/Grass' node. https://imgur.com/a/ni6B2Lz
Last post by RichTwo - Today at 06:28:59 pm
This one looks less like a deflated cow patty
Last post by Matt - Today at 06:19:47 pm
Do you have a Compute Terrain or a Compute Normal somewhere upstream of the point where it's all connected to the main shader chain?
Last post by Hannes - Today at 05:48:35 pm
Last post by AP - Today at 04:59:48 pm
A Dense Ice material.
Note: The shaders need some more adjustments for realism, optimizations and also the render settings need to be optimized.
Last post by WAS - Today at 04:52:01 pm
I seem to recall using this in the past to keep stones in slopes but when I do it now, the stones simply disappear at any setting I use.
Last post by KyL - Today at 03:30:02 pm
Thanks. This was rendered at 10AA with the robust sampler at 1/16. Noise threshold 0.03 and 36 paths limit.
Hi. Thanks for your reply. So I have a large amount of buildings all textured and ready to go in Modo. There are hundreds of buildings though.
What would be the best way of getting those into Terragen to Render. I definitely want the final look to come from Terragen, but I do intend comping it all in Nuke.