Hut into the wild

Started by kalwalt, June 14, 2014, 07:14:01 PM

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Hannes

Cool!! Come on, some more flowers!!

kalwalt

Hannes now look at this lower res. renderings but with more grass types (ryegrass, phragmites reduced...), i will add ore flowers too...  ;):D
[attach=1]
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archonforest

You are getting there for sure! Looks better and better ;)
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Hannes

Yes!! It's great fun to watch your image improve.

kalwalt

Thank You!  :) but i'm fighting with my pc, TG3 in linux is unstable, sometimes it crash... i would to transfer the project to windows but the exporting process fails(it doesn't export all the obj, i receive an error parsing)... so i save the project and copy-paste to Windows partition. but not with all the references, just to make some modifications and re-copy and paste to linux partition to rework it. I think the next project i have to work all in Windows... :(
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kalwalt

Low medium res of a particular. Added more yellow flowers, and increased the quality settings of the plants in the foreground. Also added specularity and displacement map to the Hut mesh. Maybe tomorrow i will do a Big rendering... The end? ;)
[attach=1]
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Oshyan

"Increased quality settings of plants in the foreground", are you using Raytrace Objects? If so, and you are referring to the object quality settings in the object node, you should know that these settings have no effect when Raytrace Objects are enabled.

- Oshyan

kalwalt

Quote from: Oshyan on June 23, 2014, 06:03:24 PM
"Increased quality settings of plants in the foreground", are you using Raytrace Objects? If so, and you are referring to the object quality settings in the object node, you should know that these settings have no effect when Raytrace Objects are enabled.

- Oshyan
Yes Oshyan i'm referring 'to the object quality settings in the object node' and i'm using raytrace objects. Thank you to note this to me! :)
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Dune

It looks like a small part of the hut's walls are above ground. If you take a sllightly soft simple shape of about twice the size of the hut and on that location, you could smooth the terrain there (use a surface shader after the terrain shaders, masked by this simple shape), and increase displacement offset until a 'plateau' is coming up for your cabin to sit on. You can make it as high as you like. For a little bump in that area, smooth by 0.9 or so, not by 1. For some erosion on the sides add a transform shader, increase size of the simple shape, and use that as mask for an added fractal warp shader with low size (10m), after the added surface shader.
I also think our grass is very 'fat' in color, and different from colors in the distance. And did you use size variation? You could add another pop off the same grass but twice as large and a paler color, mix them by masking their distribution by a power fractal (one masked, one inversely masked, or using another PF). So a more patchy environment is created, with localized growth of grass species.

kalwalt

Quote from: Dune on June 24, 2014, 02:19:13 AM
It looks like a small part of the hut's walls are above ground. If you take a sllightly soft simple shape of about twice the size of the hut and on that location, you could smooth the terrain there (use a surface shader after the terrain shaders, masked by this simple shape), and increase displacement offset until a 'plateau' is coming up for your cabin to sit on. You can make it as high as you like. For a little bump in that area, smooth by 0.9 or so, not by 1. For some erosion on the sides add a transform shader, increase size of the simple shape, and use that as mask for an added fractal warp shader with low size (10m), after the added surface shader.
Thanks for the valuable suggestions Ulco! I tried to follow your instructions, about the base of the hut. I am not clear as to soften the transition areas. I leave a project file with a map as a mask. It would be a great thing if you tell me what am I doing wrong. In this regard, the grass, it is easier to understand, but I have not tried it yet I see less difficulty.
Thank you very much again for your time spent on me. :)

p.s. there are two mask: one blurred and one not: don't know which is better to use.
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Dune

I meant a simple shape shader, not an image map shader, but a color adjust works better. See attached.

kalwalt

Thank's Ulco! :) This sure will add more realism to the scene. I didn't get that you was referring to the simple shape shader: it is simpler to add this shader than a image map shader. I will consider this also for other projects/situations. Now i'm working to integrate it into my picture. :D
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kalwalt

Hmm strange, i have exported as a .clip the shapefile shader with the all nodes connected and required but it has no effect with my map maybe because has an heightfield load  shader(  my map is a .ter file)? it seems that with an image map shader partially works but it is very difficult to center it, i think i have to find another solution, perhaps to alter the terrain in another software and reimport it modified.
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Dune

I don't know what you mean with shapefile shader and the rest you write, but flattening an imported .ter works just as well.

kalwalt

#59
[attach=3]Although with all my effort and attention, (spending hours for this!!) have not been able to solve the problem between the hut and the ground. I will try again surely. I also tried to improve the grass and plants in the foreground, following the advice of Ulco. Maybe it's better turf, most dispelled as in this case?  I think so, and it harmonizes more with the rest.

p.s:  to Ulco i meant Simple shape shader, don't know why i wrote shapefile...
[attach=1]

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