Thrift store painting

Started by plugsnpixels, November 11, 2016, 08:10:54 PM

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plugsnpixels

The new water and noise settings were indeed helpful; render time for this sized version was 1:19.

I am having some weirdness though: Blocks in the clouds (upper left) and a sunken UFO in the water. I also couldn't get the grass population going, unless it's under the water.

I lower the water level and RTP looks like this (??).
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bobbystahr

This is way better, did I mention adding a Compute Terrain at the bottom of your Shader stack, see image, and anchor the populations to this.
I do this almost always now a days.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

plugsnpixels

#17
Thanks bobbystahr, I see you've been helpful on many threads for a long time!

I have yet to explore use of the nodes, but will make note of this and other new tips I am receiving. Perhaps you can provide more detail on how to do this.

Here's a different render of the same scene, with the tree's shadow dis-attached and coming form the wrong direction for some reason (there is only 1 tree object present, "Generic_tree.tgo"). Sun is at 139.5 (4-5 o'clock), elevation 19.125.

Update: Replacing the tree with another Silva3D tree fixed the shadow problem.

Looks good as artsy though!
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bobbystahr

Thr tree doesn't seem to be sitting on the ground, maybe it's the lighting...I'm guessing you've noticed on the object gizmo, in addition to translate, scale and rotate there's a drop to ground button on the far right?
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

plugsnpixels

Yes, thanks, and the shadow moved in and out horizontally depending on tree height (as expected), except that it seems backwards as if the tree is on the left. Tree in the render is dropped to ground or very close to it (adjusted for root depth).

New render coming shortly (i.e., yet another variation on the theme...).
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plugsnpixels

#20
Here it is. This deserves more work (winter mountains maybe, some rocks on the beach, more trees across the lake).

SIlva 3D Bobs_Bristlecone_Pine, fantastic.

I have an old promo page up for them here.
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bobbystahr

Quote from: plugsnpixels on November 13, 2016, 09:41:47 PM
Here it is. This deserves more work (winter mountains maybe, some rocks on the beach, more trees across the lake).

SIlva 3D Bobs_Bristlecone_Pine, fantastic.

I have an old promo page up for them here.

Yeah Walli's models are very good, a have a few of his collections.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

The black water in RTP is logical; RTP can't see reflections yet. The blocky sky may have to do with the bucket size (afaik); did you change any default settings in that sense? The ufo may have to do with quality settings and the fact that underwater detail is usually (default) at 0.25 normal quality. May be upped in Render Subdivision Settings, but not above 1 and it does increase render time (especially with rough water!).

plugsnpixels

Good, thanks. And once I got rid of that particular tree the problems went away.

I still need to solve population problems with grass, etc. not showing in the previews or render.

I'll do more on the more powerful Hackintosh this coming week.
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bobbystahr

Quote from: plugsnpixels on November 14, 2016, 03:15:21 AM
Good, thanks. And once I got rid of that particular tree the problems went away.

I still need to solve population problems with grass, etc. not showing in the previews or render.

I'll do more on the more powerful Hackintosh this coming week.

It would be helpful in solving some problems, especially those involving TG native stuff we all have, if you post a .tgd so we could take it apart and see where you miss the boat...
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

plugsnpixels

You're right, there's no boat! ;-)

I'll be sure to share problem files in the future. I've modified this same one past the problem.

Here's a render from the Hackintosh. Took a little over an hour.

I was exploring how to insert clip files to add preconfigured ice and ground cover but that will take more research...
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Oshyan

Your earlier, very noisy images were clearly *while TG was still rendering*. What you see when the render has not completed yet is before the AA samples have been merged, so it can be very noisy as compared to the final image.

The squares in the clouds are probably due to acceleration cache settings in the cloud node. Change it to None to be sure to eliminate such issues. You can try higher values (more "optimal"/accelerated) in test areas to see if you can get away with it (and lower render time).

- Oshyan

plugsnpixels

Thanks Oshyan, more good tips. I did already figure out the bit about the AA pass, so that was good to see as it occurred.

I need to spend some time studying the use of Nodes next, though I have not seen a return of the cloud rendering problem since.
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