Medieval city

Started by Dune, December 04, 2011, 01:35:32 PM

Previous topic - Next topic

Tangled-Universe

Quote from: RRMessiah on March 01, 2012, 05:01:30 PM
The landscape and trees are the best part. The renders look better without the town :)

The quality of the buildings and the shadows are what is pulling it away from being stellar. The buildings are all perfect boxes and not well integrated into the terrain. The shadows are all perfect and hardedged. This is of course unnatural. Is there a way for Terragen to blur the shadows?

I wonder how much of this thread you have been reading and how well you have been looking at the last image being posted?
I'm fine with the fact that you don't like the buildings, fair enough and I'll get back to this below, but the shadow part is just non-sense to me.
Ulco uses real-world scales in this image AND used a soft shadow radius @ 1, which is twice the softness that naturally occurs.

Perhaps you could also elaborate on why you think the buildings aren't well integrated? I think if one shares one's opinion, then also explain why and if possible offer a suggestion for improvement. This is called 'constructive criticism' ;)

Cheers,
Martin

Dune

Thanks Martin. I would indeed like to hear your ideas about improvement of building integration, RRMessiah. And I must again make clear (I wrote that earlier in this thread) that due to financial and time restraints, the buildings had to be made fast and lowpoly. Also because I didn't know if TG could handle 240 highpoly houses, plus trees and stuff. With more time and more payment, I could have made it much better of course, but I have to draw the line somewhere.


mhaze

#152
I've just realized how good the water is in your picure.  The colour and transparency are perfect, I'd love to hear more about how you achieved it. The problem with the buildings is the problem of bump mapping in TG.  The buildings look very smooth, I'm not sure how much can be done without huge overheads in memory use and time.

reck

Fantastic work Dune, I love following your work.

When will bump mapping work with RT objects? I think this is one area that would improve your objects (houses) a lot and not add much time on your part.

TheBadger

For me it is beginning to get a little hard to evaluate TG2 renders, because now I have a very good understanding of how hard it is to make a great image. So when I see a new render I always first think "how hard would that be for me to make", Then I ask my self, "does that look real?"  Its hard to imagine now what I would think of a lot of renders if I had no idea what TG2 was.

Then again, if there was more animation and sequence making the reality question would not mater so much, because it becomes like a movie and the real/unreal nature of the renders becomes style/esthetic. We here tend to imagine the renders up on a studio wall next to photographs, or composited into film. A still and a animation are two entirely different monsters.

In the case of Dune's work here, I think it is very important to remember that the images are a series, where the images will be seen together as individuals, so the consistency between the individual images will form a context to view them in, like an animation.
Taken as a whole, and with a little imagination, its easy to see the work as an exhibit. And in that context I think this work is very very good, so as to become a stylish design, a creative series, ART. However, if the renders do not look like they were made by the same artist, if the renders are not consistent, than the work will fall apart.
It has been eaten.

Dune

Thanks for your thoughtful words, Badger. What I did here is showing my progress in the one and final image I have to make, sharing my ideas and questions, hoping for constructive feedback to possibly improve it. What everybody working with TG knows is that's it's a struggle (but a very pleasant one), and you won't turn out a perfect image at the click of a button.

@mhaze: I added a semi transparent (surface layer @ 0.8 coverage or so) mud color over the terrain colors with a max size at around water level. The water itself is extremely basic; roughness 0.001, wave scales 0.3 and 0.1, wind patch 3, 30 m, sharpness 5, transparency 0.75, decay distance 1.5, volume density 0.1 default gray.

mhaze

Thanks for that info :D I shall have to study it and find a landscape where it may fit ;D

Dune

Finalized this project. I can't show the whole thing (NDA), but some parts are fine. After the render finished (4 crops after 25% GI pass, total rendertime 20 odd hours, 10000px wide, detail 0.65, AA 8 (1/16 first sample), GI 2/2). Pasted together in PS (layer... lighter). I think for a smaller sized image I would have set detail to 0.8 and AA full at 8 or 16 or so, but for this 7x2m print in a semi dark garage this seemed ok. Anyway, I will probably make some detailed renders out of this from more interesting viewpoints and nicer light. The client wanted just plain sunlight so all was visible, not even some cloud shadow  :-\

Dune

detail 1

Dune

detail 2

Kadri

#160

Congrats Ulco! Looks nice :)

j meyer

Impressive amount of work and a great result!

cyphyr

Love it, great work! :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Oshyan

What an epic project! How big will the final be printed at? With so much detail there are things to explore even at wall-size.

- Oshyan

FrankB