Still waters v3

Started by domdib, April 05, 2009, 07:20:10 AM

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domdib

Since ZAAI999 just submitted an image based on his "strange terrain" clip file, here is another I'm working on.

Two treatments, with different gamma/exposure, from the same EXR. Comments welcome.



domdib

Second version.

Luminos

in my opinion, the sky of the second one, but the scene of the first. The sky of the first it too strong and in your face. Although relaxing POV, good pic

Ryan
WoooOOooo I am WinDeXTor! I will clean your Soul! HA Ha ha (Echoing Laugh here)

rcallicotte

I like the second and would even want the reflection finer.
So this is Disney World.  Can we live here?

domdib

Here is the next iteration, with some grass (Dandelo's) and trees (free Xfrog) for scale. AA1, 6, 3,3, 8. Ray traced shadows on.

neuspadrin

just curious if the water is meant to be floating and cut off...

rcallicotte

Your trees need to have some more translucency and I recommend a little more GI let the reflecting light look more normal.
So this is Disney World.  Can we live here?

domdib

Neuspadrin, the water isn't floating - instead, there is a weird problem with the lake, where the water doesn't follow the contours of the terrain of the shore correctly. It seems to be connected to a rather extreme displacement in the lake's corner. I've tried everything to get rid of it, simplifying the terrain down to basics, but to no avail. So in the end, I had to start changing the terrain itself by altering the Lead-in displacement. The result is the render below, from a slightly different POV.

Matt

#8
I think the water was cutoff as Neuspadrin suggested. You probably need to move the lake object or increase its size. It doesn't have infinite area. It is basically just a disc of limited radius with the added capability of curving according to planet curvature.
Just because milk is white doesn't mean that clouds are made of milk.

Tangled-Universe

Quote from: domdib on April 07, 2009, 09:50:56 AM
Here is the next iteration, with some grass (Dandelo's) and trees (free Xfrog) for scale. AA1, 6, 3,3, 8. Ray traced shadows on.

Where did you enable raytraced shadows? If you did it in the renderer (which is enabled at default) than it's good of course.
When you enabled it in the clouds then there's no need for it because the terrain isn't casting shadows on the clouds.

I agree with Calico about the translucency, but be careful with it.
Mostly I increase the diffuse color of the leave-shader along with the translucency.
I do it like this because the textures themselves are sometimes quite dark at diffuse color at 0.5.
If you increase the diffuse color the texture self will become brighter.
In my experience when you solely make the leaves brighter by cranking up the translucency I find them to look more plastic.
Also, don't forget to add some reflectivity to the leaves.
A suggestion to start at is strength @ 0.2 and roughness @ 0.4 for example.

You don't need to increase the GI at all, really. 3/3 is sufficient as you can see yourself because the shadows on the mountain are well detailed.
I suggest you could try GI 2/4 which might give even better results and also renders a tad faster :)

Another tip: when I use water I always center the lake-object to the middle of my image and I make the lake-object's radius as small as possible.
Just enough to cover all the visible water in the scene.
Since the renderer has improved in backface-culling/clipping there's still great chance that much water will be rendered even when it isn't visible in the final image.
To prevent this as much as possible I always keep the lake radius as small as possible.
Saves rendertime :)

Martin

domdib

#10
@Matt - I'll see if moving the lake has any effect.

@TU - Thanks for the detailed tips Martin. I may go back to the original scene if I still have it, to try some of them out.

neuspadrin

What I'm seeing...
(see below)

increasing radius would fill the area, or moving the center in the proper direction.

domdib

The suggestions about the lake being cut off were correct, so I moved its centre. And thanks again to TU for his suggestions re the trees. The results are visible in the latest iteration below (minor adjustment on Levels in PS).