Recent Posts

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91
Image Sharing / Re: Alteration - The Cycle Of The Persistence
« Last post by Dune on December 11, 2018, 05:04:58 AM »
I love it!
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Image Sharing / Re: Round stones
« Last post by Dune on December 11, 2018, 05:03:56 AM »
It's not photoshop, Bobby, just internal dots.
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Image Sharing / Re: Round stones
« Last post by bobbystahr on December 11, 2018, 05:00:31 AM »
Bloody Brilliant Ulco...doubt I'd have figured that out at this point as I guess I don't make maps like you do...your always work, mine rarely...must put some time into photoshop I guess..keep on inspiring us mate!
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Image Sharing / Re: Round stones
« Last post by Dune on December 11, 2018, 04:37:36 AM »
Thanks guys. The round rocks are soft dots being pushed up, then a small patch compute terrain, then lateral and further normal displacement to bulge them. Mixed with some normal fake stones and 'fake stone' sand. The further away limpets are smaller dots displaced 3.5cm, but I wasn't able to get them all 'limpet colored', as masking them by themselves (same hardened dots) excludes the tops obviously, if they're too high.

@ Doug; no, it's not a series of new experiments. If I need something, or get some idea) I open a new TG session and try some stuff, and often add some more things just to make it a bit nicer. It grows, so to speak, out of hand  ;) Like, raising the dunelike shore after having made the round stones (soft distance shader, black upped to have no round stones on gradual 'beach'), it reminded me of something like Namibia, and I thought, why not put an abandoned train there. Some sand on it and some tiny bump to get it worn. Oh yeah, and a some local Daniil erosion to get certain areas of sand a bit lighter (wear mask). I'm a bit limited in time now, but if I can spare a few hours, I like experimenting.
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Image Sharing / Re: Autumn along Red Bluff Creek
« Last post by Dune on December 11, 2018, 04:29:32 AM »
Great work again, Doug. You have such a talent for a natural distribution of plants (and other stuff). I must admit that I find the image a tad bleak, and agree about the slightly too bluish haze. The sky is wondrous indeed!
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Image Sharing / Re: Tundra pond
« Last post by Dune on December 11, 2018, 04:23:28 AM »
Great update. I like this much more. The lake is more there, but still subtle. I also like the shadow over the mountains. One thing that struck me; the very black patches on the stone at the right. Are they artifacts or on purpose, part of the texture?
And perhaps I would put the flowers slightly more in patches, they're a bit evenly spread.
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Terragen Support / Re: Default Shader Ray Trace Update
« Last post by Matt on December 11, 2018, 03:55:45 AM »
I think we are already pretty close. There are edge cases where every renderer looks slightly different, and parameterisation in shaders tends to vary. I also need to add GGX specular model, transparency and subsurface scattering. Iíll fix any major shortcomings in shading that are brought to my attention.
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Image Sharing / Re: Tundra pond
« Last post by cocateho26 on December 11, 2018, 02:37:16 AM »
An update using some of the suggestions posted. The willow did need to go  ;)
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Image Sharing / Re: Autumn along Red Bluff Creek
« Last post by Oshyan on December 11, 2018, 02:25:46 AM »
Another nice one, for sure. While the foreground dominates the scene, I actually particularly liked the clouds for some reason. A nice subtle appearance of warp. Well done.

- Oshyan
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Terragen Support / Re: Default Shader Ray Trace Update
« Last post by Oshyan on December 11, 2018, 02:21:21 AM »
I also think you should consider the changes that come in path tracing as part of an overall move toward more consistent and realistic shading that is closer to where the rest of the industry is headed (and in some cases already is). There are definitely limitations in Terragen's current renderer. The path tracer is a new rendering method that brings some notable benefits. It is intended that other improvements come in the future to build on or augment it. Handling of displacement will be improved, as one example. So while using displacement *now* to achieve your desired results with path tracing may be a challenge, it doesn't mean that we should not move toward this way of handling things as the long-term goal will be to resolve those kinds of issues.

Basically if you think the entire industry and the move toward PBR is misguided somehow (e.g. you want to be able to do things that are physically impossible), then that's a discussion that could be had. But a majority of the industry and our users need PBR-like shading, material handling, and realism. That's what we're aiming toward, it will just take some time to get there.

- Oshyan
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anything