testpiece

Started by dkf, February 13, 2009, 03:50:35 AM

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dkf

Hi everyone,

I rendered a new piece and i got a few problems with it. Here is the piece:

http://dkf.deviantart.com/art/terragentest-112655054

I know i did not use enough samples for the atmo so that is not a problem just a timesaver for this render. The problem is the floating trees in the background. I have absolutely no idea how that happend and how i can solve it. Do you have some ideas?? There is also a problem with the trees. They all have a very light spot or a few of those. Are those maybe reflective surfaces? I can look into that later but if it is a known problem maybe you guys know the answer right away. I would appreciate it a lot since i want to keep improving the scene.

Thank you,
Michel

Mohawk20

The light spots on the trees is reflectivity. In the default shader that shades the leaves (inside the tree's internal network), go to the Specularity tab and decrease the reflectivity value.

About the floating trees, the settings of your population have some settings that let the population 'sit on terrain', and then a specific node to which it's connected. If you have any displacements after that node, the population will not follow those.
So make sure the last node before connecting to the planet01 is connected to the population as the 'sit on terrain'-node.
Howgh!

dkf

tnx a lot. I'll look into it and might post the result when it is good enoug. Tnx!!

rcallicotte

Very storybook, which makes it interesting for that alone.  It could still use a little more work on the terrain for colors.  I have been noticing cliffs in the Midwestern U.S. and most of these are muli-colored, including moss.
So this is Disney World.  Can we live here?

efflux

I like the sense of big scale here.

dkf

#5
so, rendered a new version with better atmo and without floating trees. Still a little reflectivity from the trees but not really an issue imo. What do you think and how can i improve?


rcallicotte

Very nice.  Not sure where I can actually be picky, though I'm sure someone here will see something to think about.
So this is Disney World.  Can we live here?

Mohawk20

I like the atmo with the low clouds, but if you want me to be picky: although the strata is nice in the foreground, the effect is way to strong in the background, subtracting from realism.
Don't know a quick way to fix it though...
Howgh!

rcallicotte

Maybe use a Distance Shader?  Haven't done it.  Don't know.


Quote from: Mohawk20 on February 25, 2009, 05:03:32 PM
I like the atmo with the low clouds, but if you want me to be picky: although the strata is nice in the foreground, the effect is way to strong in the background, subtracting from realism.
Don't know a quick way to fix it though...
So this is Disney World.  Can we live here?

Tangled-Universe

I'd certainly use a distance shader for that. Quick and easy.
If you would like to restrict it very specifically I'd suggest using a painted shader.

For setting up the distanceshader FrankB's and my tutorial could be useful:

http://nwda.webnode.com/news/distance-shader-magic/
http://nwda.webnode.com/news/creating-a-dof-in-tg2/

Martin

rcallicotte

Cool.  Thanks for the links, Martin.
So this is Disney World.  Can we live here?