Oued Anfeg

Started by wiwine, April 17, 2008, 11:54:47 AM

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wiwine

Quote from: lightning on April 17, 2008, 04:28:24 PM
p.s would you be able to post the link to the tutorial?

I first used the tutorials that you can find in the "Terragen 2 documentation". I'm actually thinking about my own tutorial for the sand ripples, but it's not ready yet.

Costaud

Nice one Wiwine, the sand look so cool, nice rock distribution too, great work.

lightning

Quote from: wiwine on April 17, 2008, 04:49:29 PM
Quote from: lightning on April 17, 2008, 04:28:24 PM
p.s would you be able to post the link to the tutorial?

I first used the tutorials that you can find in the "Terragen 2 documentation". I'm actually thinking about my own tutorial for the sand ripples, but it's not ready yet.
oh that would be great ;D

efflux


Saurav

Superb render, very believable.

otakar

Image of the week. Maybe even image of the month. One of the top TG2 renders seen so far. Enough said.

Marcos Silveira

WOW. I'm waiting for the tuto!!!!!!  ;D

Phylloxera

Quote from: ro-nin on April 22, 2008, 06:32:01 PM
WOW. I'm waiting for the tuto!!!!!!  ;D
Patience will translate it, we will do so in french hope in their mother tongue!
As you look for English!

Matt

Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PM
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.

Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

wiwine

Another use of functions (Voronoï), this time for the rocks.
I wanted to obtain some surfaces similar to those seen in the Hoggar (on the right).

Seth


rcallicotte

Wow, wiwine...nice art!
So this is Disney World.  Can we live here?


Tangled-Universe

Quote from: Matt on April 23, 2008, 10:37:42 AM
Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PM
You can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.

Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.

Matt


Ah great, I wasn't aware of that kind of specific information about the working of the shader. Thanks a lot for that. That also explains the difference in rendering speed and probably also stability (since it seems I'm not able to render raytraced reflections most of the time).

Will the documentation be this detailled when TG2 will be released? That would be really helpfull.

Martin