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11
Shaders, Materials / Re: Hetzen's Cobble Pattern Va...
Last post by Mohawk20 - Today at 10:02:56 am
Nice!
However, that's a lot of nodes in there.
I still don't understand most of it.

What would I need to change to use this on a wall? Changeout some axis?
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Image Sharing / Re: Summer's End
Last post by cyphyr - Today at 10:00:40 am
Quote from: Dune on Today at 07:44:00 am...
Some trees are not so nice though, near the horizon they seem like being crosshatched. Maybe replace those?
Hmm, yes I see what you mean, didn't show up at 1080p
I think that would be the larch trees. It was a long render (9 hours?) but I'll see if replacing it with a SpeedTree model works and throw it at the faster computer.
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Image Sharing / Re: step by step..
Last post by luc BIANCO - Today at 09:54:40 am
Here the result with Standard renderer (i.e PT off) , no second sun : raw render and a very lightly postworked one to boost a bit colors

luc
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Image Sharing / Re: Summer's End
Last post by masonspappy - Today at 09:31:59 am
That is lovely!
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Image Sharing / Re: Summer's End
Last post by Dune - Today at 07:44:00 am
Great render. The mists are very cool (follow terrain if I see that well). Some trees are not so nice though, near the horizon they seem like being crosshatched. Maybe replace those?
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Image Sharing / Re: Summer's End
Last post by Kadri - Today at 07:13:57 am
Looks nice.
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Image Sharing / Summer's End
Last post by cyphyr - Today at 06:24:42 am
Here we are nearing the end of Summer.
Not fully autumn yet but the leaves are turning and the mists are rising.

4k render with Xfrog trees.

EDIT: Image replaced with updated version

SummersEnd_2.jpg
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Image Sharing / Re: step by step..
Last post by luc BIANCO - Today at 02:53:26 am
Quote from: Matt on September 17, 2020, 03:21:45 pmThis looks great Luc. However, I think the additional sun without shadows makes it less realistic than it could be.
Hi,

here PT was used and also a (maybe too much) post-processing in PS... it's always difficult to dose it because it depends so much on the screen.

I also had the problem with these plants that looked very dark, so I played a bit with their transparency, but again, maybe too much, because I find them now a bit "flat".

In a new rendering in progress, I changed different things: no PT (according to my tests, it doesn't change too much here, except for a rendering time multiplied by 4), no second sun light, on the other hand I increased a lot the diffuse color of some plants.

I will post both : raw render and postprocessed one

luc
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Image Sharing / Re: Tropical Sunset
Last post by Dune - Today at 02:07:53 am
I used a default shader indeed, and had color set to 0. I actually don't know about reflectivity, have to check (it's on by default now, so I might have forgotten). Transparency is created by widening and hardening the SSS mask, and plugging into opacity mask of default shader fed into the surface shader carrying luminosity.
But in the meantime I've found a better method by just projecting on background. No transparency/opacity  needed then.

EDIT: yes, forgot fresnel reflectivity!
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Image Sharing / Re: Yet another Hurricane
Last post by Dune - Today at 02:02:42 am
Maybe because of increased density they are less pronounced in heights/lows and thus catch less light, and produce less self-shadows, so they appear 'flatter'. Just a guess.
Did you try the same with v2 clouds? They may have a similar appearance, but take less time to render.
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