Ticklers Pond

Started by DannyG, April 07, 2013, 05:14:29 PM

Previous topic - Next topic

DannyG

#15
Quote from: choronr on April 08, 2013, 08:48:27 PM
You might consider adjusting (make darker) the 'diffuse' setting of the leaf.

Theres no leaf mapped to it ? There is a leaf tiff file in the folder but nothing is reading it. I need to open it in another session and test it
New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

TheBadger

One more thing you might want to do...

The paths are sloped in a way that they would not be suitable for walking. Why not displace the image map of the paths into the terrain? JUst a little would give a bit more detail.
It has been eaten.

choronr

Quote from: DannyGordon on April 08, 2013, 09:52:29 PM
Quote from: choronr on April 08, 2013, 08:48:27 PM
You might consider adjusting (make darker) the 'diffuse' setting of the leaf.

Theres no leaf mapped to it ? There is a leaf tiff file in the folder but nothing is reading it. I need to open it in another session and test it
Maybe you need to extract the leaf .tiff file and put it in the folder with the rest of the elements.

Dune

#18
I think it's the translucency. Ah, I didn't read the last posts. If you have your leaf it might be solved, otherwise think translucency.

Tangled-Universe

Yes I was thinking of translucency as well.
I suppose the "twig" shader is a texture of a thin branch with leaves attached to it, isn't it?
If that twig texture has the leaves, I'm pretty sure actually, then you could tweak its translucency.

I find that the majority of Silva3D and latest XFrog models come with translucency settings of about 0.9 which means 90% of the light passes through. We all know that's not the case in real life.
I usually set it to around 0.3-0.4, which is also unnaturally high of course, and then increase diffuse colour by 0.1 - 0.2.

You'll see that the tree will have more self-shadows and will look more 'volumetric'.
A little downside is that you'll need better GI settings to get some nice details in those shadows.

DannyG

#20
went to sleep before I investigated the tree, swapped it out for another variety for now. Will give the translucency a go this evening. Thxs guys ! 

@ Badger, path is made up of fake stones. In scaled them per Mr Lampost 1.8 figure so its got proper detail from this range. I will shoot some close up as soon as I get this plan view sorted
New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

Tangled-Universe

Nice and fine work Danny, looking forward to the next one :)

TheBadger

#22
Hey Danny, sorry, thats not what I meant to say. I see good details in the path. What I meant is that if the path was made from foot traffic, then the people who walked on it were not bound by the laws of gravity.

If you look at the left most part of the path that curves around the pond you will see that the path is rounded up like an "n" rather then beat in like a "u" and its also has a slope so that you could not walk normally on it.
It may be that up close this effect I see is not really there. But Its really the only thing about this image that I would (my self) change, otherwise I think its really great.

Also, when your finished, one thing you may want to try is applying a tilt shift blur to the image in PS as post work. I'll bet you it will look like a SUPER REAL photograph of a hand made scale model.

Just some thoughts your image gives me, thats all.
It has been eaten.

DannyG

#23
Updated, scaled a few things and moved that far red bush over a bit. Final from this perspective

Thats a good point Badger, thanks for that, I do appreciate it. easy fix, nice to have a second set of eyes on it
New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

Tangled-Universe

This is just beautiful Danny. I absolutely love it!

In case you'd like to have more detail in the underwater surfaces then you can increase the "ray detail multiplier" in the "render subdiv settings" node inside your render node. Set it from 0.25 to 0.5 or even to 1. This will add rendertime though.
To compensate for that you may consider using Dandelo's water masking method:
http://www.planetside.co.uk/forums/index.php/topic,8793.msg94182.html#msg94182

DannyG

Quote from: Tangled-Universe on April 10, 2013, 07:08:34 AM
This is just beautiful Danny. I absolutely love it!

In case you'd like to have more detail in the underwater surfaces then you can increase the "ray detail multiplier" in the "render subdiv settings" node inside your render node. Set it from 0.25 to 0.5 or even to 1. This will add rendertime though.
To compensate for that you may consider using Dandelo's water masking method:
http://www.planetside.co.uk/forums/index.php/topic,8793.msg94182.html#msg94182

Thxs for the Link and comment Martin, I look forward to poking around this set, I see lots of nice POVs I can use. I appreciate the help as always
New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

Zairyn Arsyn

the last one i like a lot, theres a fishing pond up the road from where i live looks similar.

:)
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

i7 2600k 3.4GHZ|G.skill 16GB 1600MHZ|Asus P8P67 EVO|Evga 770GTX 4GB|SB X-FI|Antec 750W
http://zlain81.deviantart.com/


DannyG

Thks guys. Closer look. Little thicker atmo
New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

choronr

You've turned a corner in your work Danny, this is fabulous.