Author Topic: Tree stuff  (Read 2306 times)

Offline Dragonfire

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Re: Tree stuff
« Reply #15 on: December 05, 2016, 12:36:42 PM »
I like the snow render, well done my friend and have a nice week!

Offline luvsmuzik

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Re: Tree stuff
« Reply #16 on: December 05, 2016, 03:24:45 PM »
Where credit is due:
Blender tree and render glare and ghosts
Terragen sky

I will try to introduce this to a TG terrain

Offline luvsmuzik

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Re: Tree stuff
« Reply #17 on: December 05, 2016, 08:55:02 PM »
Pretty crisp here at micro 0.3 and AA 2. Renders less than 5 minutes.

APs Generic Coniferous Pine
Conifer2

Offline luvsmuzik

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Re: Tree stuff
« Reply #18 on: December 05, 2016, 09:44:59 PM »
woohoo trees everywhere! I shall now attempt the PF as a density shader.

Offline masonspappy

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Re: Tree stuff
« Reply #19 on: December 05, 2016, 10:00:28 PM »
Like it  :)

re: picture # 2,  (Pines in snow), might consider turning on soft shadows?

Offline luvsmuzik

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Re: Tree stuff
« Reply #20 on: December 05, 2016, 11:47:57 PM »
Like it  :)

re: picture # 2,  (Pines in snow), might consider turning on soft shadows?

Thanks masonspappy! I will try that. I was enjoying the crochet looking shadow of that tall conifer being so crisp at 0.3, haha.

Used the PFs for density on all three tree pops here. Found the method specifics in Dune's awesome RockFace share file.

Now to see if I can put a distance function on a surface layer. I would like to breakup the total snow cover way back in the distance or at least shade it.


Offline luvsmuzik

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Re: Tree stuff
« Reply #21 on: December 06, 2016, 01:49:42 AM »
Reflective shader on high surface layer, render:burst, bloom, experimental atmo bloom.

TG4 free version

Offline Kadri

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Re: Tree stuff
« Reply #22 on: December 06, 2016, 02:03:27 AM »

Looks nice.

Offline luvsmuzik

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Re: Tree stuff
« Reply #23 on: December 06, 2016, 11:20:49 AM »
Thank you Kadri.

I just discovered density fractal in the cirrus cloud layer, so.....here goes! More examples and clips to play with.

Offline Dragonfire

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Re: Tree stuff
« Reply #24 on: December 09, 2016, 03:33:19 PM »
... the last, in snow looks realy good my friend!

Offline Danny

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Re: Tree stuff
« Reply #25 on: December 09, 2016, 04:51:29 PM »
Defiantly agree with Mason, especially when you have shadows casting on snow, soft shadows enabled is a must, It will kick up your rendertimes but the final result is wort the wait

Offline DocCharly65

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Re: Tree stuff
« Reply #26 on: December 13, 2016, 07:13:45 AM »
... the last, in snow looks realy good my friend!

Dito!  :)

Offline luvsmuzik

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Re: Tree stuff
« Reply #27 on: January 03, 2017, 02:18:25 PM »
Still messing with trees. Trying for snow clumps here.
This is a metaball duplication mesh transformation done in Blender and joined to the tree. Very early stages of development.
I may have eaten a little too much candy when I was doing this! haha
« Last Edit: January 03, 2017, 02:20:51 PM by luvsmuzik »

Online bobbystahr

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Re: Tree stuff
« Reply #28 on: January 03, 2017, 04:04:05 PM »
Showing promise.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline luvsmuzik

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Re: Tree stuff
« Reply #29 on: January 31, 2017, 03:14:39 AM »
Okay today's self challenge....har har

suitable groundcover...AP Crabgrass 1 (all at a 1,1, 1, 1 ratio by the way) Is that close enough? I am weak at decimals.

soft shadows Diameter 2 Samples 9 Sun 4 @90. Critique welcome here please.

I shall have to bump that leaf I see now.
More to do with the one remaining object I can use.....Should probably do a second grass set...

Render D 0.6, AA 4 1 hour 20 minutes



 

anything