Author Topic: Old tree in the green  (Read 214 times)

Offline KlausK

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Old tree in the green
« on: October 06, 2017, 02:14:08 AM »
hi, this image came into being while experimenting with procedural displacements on a very basic tree object I did in another app.
I am exploring the redirect shader and force displacement in the objects render settings among other stuff.
Will post some close ups of the tree obj later showing the raw imported file and some variations.
What do you think?
Cheers, Klaus
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 780 / Win7 Ultimate

Offline Upon Infinity

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Re: Old tree in the green
« Reply #1 on: October 06, 2017, 11:06:07 AM »
Neat concept, good angle, although the image details are a bit bare and the tree model seems a bit rough.  I think, maybe, some clouds in the sky, and some small details in the background could do a world of good. 
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Offline bobbystahr

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Re: Old tree in the green
« Reply #2 on: October 07, 2017, 05:19:50 PM »
Interesting,. I found with Forced Disp  a little goes a long way and the more polys on the mesh the better for starters, plus generally you need way higher AA...carry on...we're hooked.

edit
here's a test I did a while back...finding it was a minor miracle, heh heh. the render times tell you a lot...all the specs are in the image titles.
I used a normals map for disp as it worked better than an actual disp map
« Last Edit: October 07, 2017, 05:49:03 PM by bobbystahr »
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Offline KlausK

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Re: Old tree in the green
« Reply #3 on: October 09, 2017, 12:21:06 PM »
Weekend over - time to reply: thanks for commenting!

@Upon Infinity: actually that was in the back of my mind to have very little image detail.
But maybe you`re right, I`ll think about what I could do in this department. (Clouds are a different matter - that`s just laziness, impatience and lack of expertise
to get something I imagine...). I am thinking of some other objects in the scenery that will - hopefully - carry the vision of bareness and roughness to the viewer.

@bobbystahr: I have not used displacement / normal / bump maps so far. Atm I am curious how far I can get these structures with the shaders.
Btw. the tree obj has over 1.3 million triangles and Terragen handles this quite easily.
(see picture. The cube is a 1x1m obj from tg)

CHeers, Klaus
« Last Edit: October 09, 2017, 12:44:02 PM by KlausK »
/ ASUS WS Mainboard / Dual XEON E5-2640v3 / 64GB RAM / NVIDIA GeForce GTX 780 / Win7 Ultimate

Offline bobbystahr

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Re: Old tree in the green
« Reply #4 on: October 09, 2017, 02:34:16 PM »
Weekend over - time to reply: thanks for commenting!



@bobbystahr: I have not used displacement / normal / bump maps so far. Atm I am curious how far I can get these structures with the shaders.
Btw. the tree obj has over 1.3 million triangles and Terragen handles this quite easily.
(see picture. The cube is a 1x1m obj from tg)

CHeers, Klaus

Yeah, TG is a monster for handling huge models....likely it will populate it nicely as well. Just a tip though, if you save it as a .tgo it will be 1/2 approx the load size.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

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Offline Dune

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Re: Old tree in the green
« Reply #5 on: October 09, 2017, 04:00:55 PM »
It will be less space on your drive, but it's like a zip, so in TG it's expanded again.
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