Mountain Pass

Started by mhaze, June 21, 2016, 04:32:13 AM

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mhaze

I started this some time ago but gave up because of the render times. Having rediscovered it, I cleaned up the node mess, added veg and the waterfalls, redid the rock and just about everything else. At 12.5 hrs this was an unusually long render for me.  There are still some refinements to come but I think I'll wait for tg4 as it will make a good comparison for render times. I also want to refine the clouds.
The path is a stripped down version of Dune's excellent road pack from NWDA.  The heather is from Dune, the trees and bushes from Xfrog, the grasses from me and the Yarrow from NWDA.  The Bridge was quickly and crudely knocked up in Silo.

ajcgi

This is an excellent scene. Reminds me of playing Skyrim.
Water is an especially neat trick. ;)

Dune

Yes, excellent is the word. I like the waterfall, what's the basics behind that? Cloud, semitransparent plane folding with the terrain?
I wonder why your rendertimes are so long. Have you tried getting rid of the compute terrain? My latest rock tests (2500px wide) rendered in 30mins at detail 0.7 and AA7, and soft shadows. But no compute terrain!

mhaze

#3
The waterfall is a cloud and is probably responsible for the long render time.  It is bent with two distribution shaders, vector disp and  warp shaders. I also rendered at detail 0.8 and aa6.  I had to use a compute terrain as I have some lateral displacements.

bobbystahr

Quote from: mhaze on June 21, 2016, 06:26:49 AM
The waterfall is a cloud and is probably responsible for the long render time.  It is bent with two distribution shaders, vector disp and  warp shaders. I also rendered at detail 0.8 and aa6.  I had to use a compute terrain as I have some lateral displacements.

You mean 'Compute Normal' for the lateral displacements right....Eggggsellent scene man....mind blowing waterfall implementation....care to share a .tgs of just that?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Perhaps you can experiment with either a compute terrain, or a compute normal and possibly an added XYZ shader. I have the idea that it sometimes makes a difference in render time. It also depends on where in the line they sit. Earlier is better (less to compute).

mhaze

Good advice Dune, I have played but it seems to make no real difference in this case probably cause the slow down is from the cloud waterfalls.

Bobby there's a thread on geysers on the forums somewhere the basic technique is there ;) Dunes I believe.

mhaze

But here's a screenshot to get you going.

Lady of the Lake

Wow.....this is great.   ;D

bobbystahr

Quote from: mhaze on June 21, 2016, 08:50:09 AM
But here's a screenshot to get you going.

cool, I'll check that out; but to be honest my brain turns off when the screen fills up like that unless I can open every durn one up to see what it contains/does.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

mhaze


DannyG

New World Digital Art
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DocCharly65

A very beautiful place!

mhaze