vegetation test

Started by Dune, August 22, 2016, 10:12:59 AM

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DocCharly65

I agree with bobby. 2xfakegrasshigh.jpg looks most convincing.

Dune

But still, that obliterates the subtle voronoi displacements of the vegetation and gives more artifacts. I myself preferred the sparser single, lower one.

zaxxon

I find the 1X examples very convincing and a little more varied. Even though these are  tests of procedural ground covers (and excellent tests indeed),  the images also show some excellent treework.  Looks like your tree model library is growing very nicely.  :)

Dune

Indeed it does. The problem is arising that I have so many trees and grass and stuff, that the folders are bulging and I can't decide what old (bad) stuff to throw out. It may have been used in a render. Organizing a library is a tedious job  :(

Hetzen

I agree with Zaxxon, 2nd and 4th look the better of the four examples. That texture looks great, nice and clumpy giving you some good shadows.

If I was to point something out, it would be that the water edges give the depth of long grass away (probably not an issue for distance work). 0.3m offset?
The tree branches look quite high off the ground too if this is long grass, you could raise the tree anchor point so they sit lower in the ground and the canopy is closer to the grass. The trunk would sink lower as well. The heather looks very good, maybe it could 'clump' further out of the grass to add some more height variation.

It's a great go-to texture you've got there Ulco.

Dune

Thanks Jon. I like input/feedback like that. The offset is indeed about that much, very shallow, boggy depressions. Thery're not supposed to be very deep, but I agree that the grass isn't coming out very well. It needs far more variety in height and structure as well. I try to do as much with as little as possible, but it needs some more pops, I guess.
With grazing in the area the canopies would not be very low, but I will have a look at that again as well. Maybe make some new trees with lower canopies. And I agree about the heather, played with the height, but have to adjust.

These are some photo's of that type of terrain.

DocCharly65

When I watch the photos correctly I guess you will spend much time on creating many random "break ups" in the shores.

I have mostly the feeling that it's quite ornate to create not too straight and artificial looking shores in TG. Especially shallow beaches are a challenge to me.


Dune

The fractal warp shader (amongst others) is your friend for breaking up stuff.