Author Topic: Voyage home 2 and 4k renders Now works  (Read 991 times)

Offline mhaze

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Re: Voyage home 2 and 4k renders Now works
« Reply #15 on: November 13, 2016, 08:56:07 AM »
Cheers Dune, Interested to hear the issues - I find I reach a point with images when I have just had enough!  So I would be interested to see if our ideas are the the same or if there is some glaring horror I've missed. 

Offline Dune

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Re: Voyage home 2 and 4k renders Now works
« Reply #16 on: November 13, 2016, 03:40:09 PM »
They aren't really big, as said, but still...
1: Some of the grass clumps float, adding nasty shadowy ridges under them. If you'd use rotation with the terrain, that would be better, I guess. I tend to make my grasses now that the stems are more extended undergrouind, especially on the verges of a patch. A little minus offset of the object also helps sometimes (unless it's to shallow and ducks completely).
2. Tiny unrendered part so it seems, due to extreme displacement and not enough tolerance. Just a bit of cloning would do.
3. I think I would extend the grass (procedurally or not) further into the landscape. On the left it has a very abrupt end, but that may also be because of a ridge.
« Last Edit: November 13, 2016, 03:41:50 PM by Dune »
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Offline mhaze

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Re: Voyage home 2 and 4k renders Now works
« Reply #17 on: November 13, 2016, 04:09:19 PM »
Cheers Dune.  The basic grass is tg grass and I must remember this and either add new grass or smaller patch sizes.

Offline bobbystahr

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Re: Voyage home 2 and 4k renders Now works
« Reply #18 on: November 13, 2016, 04:48:23 PM »
Cheers Dune.  The basic grass is tg grass and I must remember this and either add new grass or smaller patch sizes.

Also with floating stuff I find a having Compute Terrain at the end of my shader stack as it's anchor often solves the problem
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Offline Dune

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Re: Voyage home 2 and 4k renders Now works
« Reply #19 on: November 14, 2016, 06:52:06 AM »
Or a compute normal. And if using a compute terrain, lower patch size, or grass will still be floating!
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Offline bobbystahr

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Re: Voyage home 2 and 4k renders Now works
« Reply #20 on: November 14, 2016, 01:59:29 PM »
Or a compute normal. And if using a compute terrain, lower patch size, or grass will still be floating!

Hmmm didn't know that about the Compute terrain...never had floating with the Compute terrain but will watch for it...Wasn't aware a Compute normal would work as an anchor . Thanks for that tip.
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Offline Dune

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Re: Voyage home 2 and 4k renders Now works
« Reply #21 on: November 15, 2016, 06:38:08 AM »
Afaik, the heights are updated in the surface shaders after the (first, if any) compute terrain, but the normals aren't. And with a patch size of 20m (computing average height(?)/normal of that patch) of a compute terrain at the end, you can imagine a little hillock of 2m and 2m wide, big grass clumps will still be floating here and there.
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Offline bobbystahr

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Re: Voyage home 2 and 4k renders Now works
« Reply #22 on: November 15, 2016, 04:28:12 PM »
Afaik, the heights are updated in the surface shaders after the (first, if any) compute terrain, but the normals aren't. And with a patch size of 20m (computing average height(?)/normal of that patch) of a compute terrain at the end, you can imagine a little hillock of 2m and 2m wide, big grass clumps will still be floating here and there.

Good explanation, thanks Ulco.
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Offline zzu

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Re: Voyage home 2 and 4k renders Now works
« Reply #23 on: November 26, 2016, 05:44:54 AM »
I was thinking that you shared the project file, haha. But good image, should've made an animation out of this.