Cloud banding..

Started by Clay, April 28, 2015, 06:01:25 PM

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Clay

Ok working on some more new stuff, how can you get rid of the cloud banding I have circled, I also have the atmosphere set to 64 and the jitter tirned down but it still seems to be noisy, I guess maybe set up all the quality settings more?

Oshyan

The banding is most likely *because* you are turning down jitter. We don't recommend messing with that setting; frankly it might be better off hidden or in an advanced area. It causes banding because it makes the samples less jittered (i.e. random) and more regular (in regular patterns, i.e. bands).

- Oshyan

Clay

Getting closer to the effect I'm after with the clouds, still have some tweaking to do:-)

DannyG

This can be a pretty killer image. May I suggest breaking up the strata a bit with some more srf work, you rocking than
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Clay

Quote from: Danny on April 29, 2015, 02:02:50 PM
This can be a pretty killer image. May I suggest breaking up the strata a bit with some more srf work, you rocking than
Explain SRF  work?

yossam

I think he is talking about your surface shaders............. ;)

Clay

Quote from: yossam on April 29, 2015, 03:59:51 PM
I think he is talking about your surface shaders............. ;)
INTERESTING, everytime I add surface shaders etc, everything goes black in preview and in rendering, maybe the "shaders" names should be changed around, example terrain textures/ materials, terrain elevation for making the terrain, sky atmosphere clouds are straight forward, but no real way to see what you are creating etc. In other words to many thing are named shaders so it gets a bit confusing, I'm a seasoned 3D artist on such stuff but am getting a bit confused here lately, outta the box it was awesome, now that I dig into it more shifting things around in the schematic portion doesn't seem to function so well, maybe its just a Mac osx thing? Not sure, but it acts kinda like it has a memory leak at points, then at other times perform awesomely. then again am new to the mac osx version 3 so I'm sure I can figure it out:-)

yossam

You need to talk to the Badger, he is the only one I know for sure that uses a Mac.  :)

bobbystahr

#8
Clay, the Surface layers work similar, in the way I see, it to photoshop layers...the bottom or most recently added covers all untill you adjust it's Distribution either in the Surface layer itself, or by adding a Distribution shader in the Mask by shader area. Layers can be moved up and down with the Move arrows as well if you want a layer under  a different one for any reason.  It was, to me, more confusing at first using the node pane but in many ways it's as fast or faster and you can see things a bit better. Once you have a stack of Surface layers you can alter each layer further by adding Child layers to each main layer and they can be adjusted so they interact with the main layer using the same tools. Was this at all helpful...i seem to be rambling.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Clay

Image update...I think I'm getting the hang of of a few things here..lots to sort out.

Clay

I get the "wonky" point that the layers are kinda "reversed in the way its set up, it just seems the software gets confused, again it just might be on the Mac osx side.

Clay

Like you were saying Bobby add a shader to make the strata different, I tried all I could think of and nothing worked, I'm getting the jist of the level shader and such to where I can add water lines etc to an image, which to some new people is very important! Oh crap now I gotta learn how to the coastline junk LOL!!!!

Dune

There's a masking input in the strata shader. If you add a PF there with large values (say 50/500/10) and quite some contrast, you'll see parts of the strata dissappear. Add another strata shader, inversely masked or by another PF, you can change the strata settings for a different look in other places. Etc.

mhaze

You can also bend the strata by pluging the strata shader into the input of a redirect shader and a power fractal into the y input of the redirect shader.

Clay

Ok confused, are you two talking about for a texture or the actual terrain height map?