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General => Image Sharing => Topic started by: Martin on July 31, 2017, 05:33:05 AM

Title: Martin's landscapes
Post by: Martin on July 31, 2017, 05:33:05 AM
I'm currently experimenting with Rock populations. I always use the fakestones shader, but after using custom models with populations, with procedural displacement and textures on it, I thought it's time to use populations for stones as well.
But the displacement won't work at all. Tried switching off the raytracing, it just made everything explode.
Tried a custom rock object, tried the terragen rocks, nothing seems to work properly.
Also looks like the warp shader and transform shader doesn't work with populations either. Am I missing something, or there's no way to use proper displacement with populations?
I've attached the fakestone displacement render, and the population rock object render with the errors I get with the same displacement.
Also a picture with other object populations with displacement,  it worked before with simple fractal shaders. Is the warp shader- transform shader- and voronoi diff the problem?
Title: Re: Martin's landscapes
Post by: Dune on July 31, 2017, 05:37:20 AM
The rock population is based on an object, whilst fake rocks are procedural, so for the rock object to work properly you need a high resolution (subdivide a few times), and then still, there's no real displacement in RT mode. For non-RT mode you need to be careful about your displacement; too much and the rocks burst out of their (vertex) seams.
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 05:44:30 AM
The rock population is based on an object, whilst fake rocks are procedural, so for the rock object to work properly you need a high resolution (subdivide a few times), and then still, there's no real displacement in RT mode. For non-RT mode you need to be careful about your displacement; too much and the rocks burst out of their (vertex) seams.

Oh well damn. Thanks!
Looks like I won't use rock populations. Though I had the impression that displacement works pretty nicely on imported objects. Like buildings. Probably because they were kind of high poly.
For some reason I though terragen subdivides everything. It handles population objects over 1 million polys - and 4000 instances of them. Pretty impressive.
Title: Re: Martin's landscapes
Post by: Dune on July 31, 2017, 05:54:51 AM
Nice works, are the buildings yours? I guess you're using bumpmapping (so RT mode) here, which goes a long way. Only where you glance past the sides of a wall, you see there's no real displacement. If the buildings are really high poly (not just one side as one polygon), displacement works as well.
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 06:00:31 AM
Nice works, are the buildings yours? I guess you're using bumpmapping (so RT mode) here, which goes a long way. Only where you glance past the sides of a wall, you see there's no real displacement. If the buildings are really high poly (not just one side as one polygon), displacement works as well.
yeah , it seems it was bump mapping all along. I'm surprised, it looked pretty neat.

And yes, I made them, 3ds max low poly- imported to zbrush and sculpted, weathered, then optimised the mesh and build more complex buildings again in max. Then I used these as populations with procedural textures  in terragen.
Title: Re: Martin's landscapes
Post by: Dune on July 31, 2017, 11:40:18 AM
Cool stuff.
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 01:09:18 PM
Cool stuff.

Thanks. I think I will post some of my new pictures in this thread. I've been using artstation recently.
Title: Re: Martin's landscapes
Post by: inkydigit on July 31, 2017, 02:52:14 PM
Very cool!
I love the ruin texture, some great ideas, look forward to seeing more:)
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 03:02:15 PM
Very cool!
I love the ruin texture, some great ideas, look forward to seeing more:)

thanks! :)

So ,I have a lot of renders so let's start with the ruin population type of pics.
These are mainly Lord of the Rings inspired environments.
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 03:03:24 PM
More of the Lotr inspired renders.
Title: Re: Martin's landscapes
Post by: Kadri on July 31, 2017, 03:08:36 PM

You might have seen this thread maybe. Quite a read but it could be useful for your work.
http://www.planetside.co.uk/forums/index.php/topic,20213.0.html

There are many other threads too about displacement with objects if you search of course.

Nice work and models Martin.

Edit: here is another one with Matt's response:
http://www.planetside.co.uk/forums/index.php/topic,19431.15.html
Title: Re: Martin's landscapes
Post by: Martin on July 31, 2017, 03:36:20 PM

You might have seen this thread maybe. Quite a read but it could be useful for your work.
http://www.planetside.co.uk/forums/index.php/topic,20213.0.html

There are many other threads too about displacement with objects if you search of course.

Nice work and models Martin.

Edit: here is another one with Matt's response:
http://www.planetside.co.uk/forums/index.php/topic,19431.15.html

Thank you Kadri!
checked the threads. Yeah it seems it won't work the way I expected(big complex displacement giving the base sphere like rocks the main form  in a population etc) But the minimal -bump map like displacement and texture works like a charm on my building models. :)
Title: Re: Martin's landscapes
Post by: J_Con on July 31, 2017, 06:28:34 PM
Nice models. The modular nature of them is pretty cool. Would be nice see them in a Forrest. Taller structures protruding above the canopy and smaller structures in dappled light. A lot of work, I am getting tired just thinking about it . I will add it to my bucket list.
Title: Re: Martin's landscapes
Post by: bobbystahr on July 31, 2017, 10:53:10 PM
Wow, impressive modeling Martin; and well used in your renders. ***** on this project!
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 12:58:46 AM
Nice models. The modular nature of them is pretty cool. Would be nice see them in a Forrest. Taller structures protruding above the canopy and smaller structures in dappled light. A lot of work, I am getting tired just thinking about it . I will add it to my bucket list.

Thank you everyone!
Here's the next batch.
This all started with a new rock cliff- shader. Then I added a new grass hills shader , and it looked nice. So I added trees. And then I thought it looks like Naboo from star wars so I sculpted some naboo inspired stone heads.Then I made some Lord of the rings inspired buildings. Kept adding things. This is what came out of it.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 01, 2017, 02:05:04 AM
Man o man are you ever on a roll. This is Cyphyr territory re: massiveness and quality...totally blown away after viewing that progression...thanks for sharing.
Title: Re: Martin's landscapes
Post by: Kadri on August 01, 2017, 02:21:19 AM

Looks nice.
I like the second one the most.
A little too much blur?
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 02:56:22 AM

Looks nice.
I like the second one the most.
I little too much blur?
thanks!
I'm trying to hold myself back on post effects. No avail.
I know I'm overdoing it,but I like adding blur to not desirable areas, and to make it look like an actual traditional photo.
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 02:57:53 AM
Man o man are you ever on a roll. This is Cyphyr territory re: massiveness and quality...totally blown away after viewing that progression...thanks for sharing.

oh haha thanks man! I had to concentrate on work so I had less time fooling around in terragen but I kind of made quite a lot of renders over the last half a year.(I think the last time I was actively posting here was around January)
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 03:00:19 AM
A few more.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 01, 2017, 03:19:07 AM


I little too much blur?
thanks!
I'm trying to hold myself back on post effects. No avail.
I know I'm overdoing it,but I like adding blur to not desirable areas, and to make it look like an actual traditional photo.


artistic license? to be honest I didn't notice the blur till it came up so I'd say it was a success
Title: Re: Martin's landscapes
Post by: Dune on August 01, 2017, 07:15:54 AM
I'm not fond of the local blur effect, and think you should render one in high detail. One of the last bunch has very much potential.
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 07:27:30 AM
I'm not fond of the local blur effect, and think you should render one in high detail. One of the last bunch has very much potential.

I'm currently using the free version so this is the max resolution and detail I can render right now.
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 07:27:56 AM


I little too much blur?
thanks!
I'm trying to hold myself back on post effects. No avail.
I know I'm overdoing it,but I like adding blur to not desirable areas, and to make it look like an actual traditional photo.


artistic license? to be honest I didn't notice the blur till it came up so I'd say it was a success

Oh well, that's good to know! :)
Title: Re: Martin's landscapes
Post by: René on August 01, 2017, 10:12:05 AM
Too bad you can't render in a higher resolution. It reminds me of Dresden after the bombing.

http://berlijn-blog.nl/wp-content/uploads/2016/01/01_1945_verwoesting-Dresden-vanaf-beeld-Kreuzkirche-750x422.jpg
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 10:28:20 AM
Too bad you can't render in a higher resolution. It reminds me of Dresden after the bombing.

http://berlijn-blog.nl/wp-content/uploads/2016/01/01_1945_verwoesting-Dresden-vanaf-beeld-Kreuzkirche-750x422.jpg

It does look like that! Though it's always pretty depressing for me to look at these photos.
I was more inspired by the lord of the rings ruin miniatures. A more romantic version of a ruined city. :)
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 01, 2017, 12:11:03 PM
I agree that I like the "ruin over time" rather than "ruin as result of conflict" renders that you have done. I think that for free version, all of these renders are fantastic! Your objects are wonderful. I read somewhere about increasing the micropoly detail in the RT (default 0.25). I wonder if upping that would do anything remarkable? Again, I know it could be more, but absolutely great as is. Thanks for sharing.
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 12:31:14 PM
I agree that I like the "ruin over time" rather than "ruin as result of conflict" renders that you have done. I think that for free version, all of these renders are fantastic! Your objects are wonderful. I read somewhere about increasing the micropoly detail in the RT (default 0.25). I wonder if upping that would do anything remarkable? Again, I know it could be more, but absolutely great as is. Thanks for sharing.

There's always something new to learn. I'm not even sure what micropoly detail does in TG. I'm reading about it right now.
Btw, I gave up on the rock population thing. The displacement as a kind of bump map works perfectly on my building models, and I will have to be fine with the fakestone shader: )
Title: Re: Martin's landscapes
Post by: Martin on August 01, 2017, 12:37:11 PM
Btw, we are going backward in time with the renders. I've posted the last render first and these are the earlier versions. You can see how it changed- from a grassy meadow to a mordor like ruin:)
Title: Re: Martin's landscapes
Post by: Martin on August 02, 2017, 04:01:17 AM
Some more
Title: Re: Martin's landscapes
Post by: Martin on August 02, 2017, 07:24:29 AM
This is the early version , with only the carved stone heads.
Title: Re: Martin's landscapes
Post by: Martin on August 02, 2017, 11:37:02 AM
This is what I'm working on right now. Alien life.
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 02, 2017, 03:57:03 PM
This too is all great stuff! Wondering if your alien life forms are image textured or internal TG? Wonderful "crusty-dusty" however done! I would certainly use these underwater as well!
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 07:36:41 AM
This too is all great stuff! Wondering if your alien life forms are image textured or internal TG? Wonderful "crusty-dusty" however done! I would certainly use these underwater as well!

They are all procedural TG textures.I absolutely love creating new textures in terragen. I've been using substance designer(An AAA procedural map maker) So It's pretty easy for me to just make new textures with noises. I've been painting textures for 3d models for several years, and this is like that , but after you finish a new texture you have an infinite sized one, with infinite variation. I love that. Also because  the noise is in a 3d space no need for uvw mapping at all.

I've made some renders of the separate objects.
Also the textures  on spheres and boxes, and some node networks.
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 07:37:59 AM
Here's three textures on a box. One for mountain cliffs, one for old mossy stones, one for old stone walls.
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 07:39:14 AM
These are the imported models with the procedural textures.
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 07:40:17 AM
And the night verison:)
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 03, 2017, 01:13:25 PM
Well yes! Absolutely great! The node network is more frightening than the lifeforms, but I am in awe. ;D
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 02:09:38 PM
Well yes! Absolutely great! The node network is more frightening than the lifeforms, but I am in awe. ;D

Lol yeah, it's not complicated when you put it together step by step but I agree, when looking on it from the distance it looks like a frightening mess XD
Title: Re: Martin's landscapes
Post by: Martin on August 03, 2017, 04:14:35 PM
Changed the skycolour to make it more "natural". Also tweaked the mountains and clouds, and textures.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 03, 2017, 09:52:53 PM
These are the imported models with the procedural textures.

max made models? very good no matter
agree w luvsmuzik re: the network but get how it happens. My problem is I get lost and often delete all and start again. You and Hannes are the current procedural texture masters, this stuff is as wild as some of his offers. Not having max I think I have to hunt down my onxy tree pro disc as I recall making some amazing alien stuff in that...wish me luck, it's in a box of 1000 or so hopelessly unorganized cd's
Title: Re: Martin's landscapes
Post by: Martin on August 04, 2017, 03:50:03 AM
These are the imported models with the procedural textures.

max made models? very good no matter
agree w luvsmuzik re: the network but get how it happens. My problem is I get lost and often delete all and start again. You and Hannes are the current procedural texture masters, this stuff is as wild as some of his offers. Not having max I think I have to hunt down my onxy tree pro disc as I recall making some amazing alien stuff in that...wish me luck, it's in a box of 1000 or so hopelessly unorganized cd's

Oh I've been using max since art school. A good 15 years. For trees though I just found some free speed tree (I think) samples and they are awesome.

For the node network- I try to keep it a bit organised. I renaming the nodes- Big patches- small patches- leaks- dots- lichen- moss- cracks- small cracks- etc. I usually spend hours with one texture and then save the node network for later use, and rarely go back for tweaking. So I have textures for a dirt ground, sand, sandstone, granite, basalt, mossy rocks, martian rocks, grass, etc. I just use a colour adjust shader and a transform input shader to make little changes for new scenes.
Title: Re: Martin's landscapes
Post by: Martin on August 04, 2017, 08:45:46 AM
More of the older green hills series.
Title: Re: Martin's landscapes
Post by: Martin on August 04, 2017, 01:23:26 PM
Hah, I had several shaders for rock cliffs, and chinese style limestone rock formations ,but they didn't work well with more "normal" mountains, like the alpine shader.
So I had an idea, just to add some simple Fractal ridge shader with two different sized input warp shader, with a lot of roughness, and use that as displacement on a simple alpine shader(with the minimum size is as big as 500 meters to give it a good simple base form) and I used one of my old rock textures on  it and it looks pretty good! Perfect background mountains for Lord of the rings style  wastelands.
Title: Re: Martin's landscapes
Post by: Martin on August 04, 2017, 03:10:44 PM
The latest alien life renders:)
Title: Re: Martin's landscapes
Post by: bobbystahr on August 04, 2017, 03:59:32 PM
Well they do work a charm on the LOTR type mountains, liked all of that 3 and am partial to the sunset renders but the night one's have their own charm as well.
Title: Re: Martin's landscapes
Post by: Kadri on August 04, 2017, 05:19:25 PM

Interesting renders Martin.
Title: Re: Martin's landscapes
Post by: Martin on August 05, 2017, 06:02:44 AM

Interesting renders Martin.

Thank you Kadri!
Title: Re: Martin's landscapes
Post by: mogn on August 05, 2017, 06:59:03 AM
Terrafictive :)
Title: Re: Martin's landscapes
Post by: Martin on August 05, 2017, 07:16:30 AM
More Mordor
Title: Re: Martin's landscapes
Post by: Martin on August 05, 2017, 08:25:51 AM
Tweaked the lighting.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 05, 2017, 03:31:12 PM
I prefer the Mountain Mordor but both have merit.
Title: Re: Martin's landscapes
Post by: Oshyan on August 06, 2017, 12:35:53 AM
Man, I just love the luminous ones. Amazing texture work.

- Oshyan
Title: Re: Martin's landscapes
Post by: Dragonfire on August 06, 2017, 07:15:43 AM
Cool stuff!
Title: Re: Martin's landscapes
Post by: Martin on August 06, 2017, 11:09:18 AM
Man, I just love the luminous ones. Amazing texture work.

- Oshyan

Thanks Oshyan! I like how it turned out.
Title: Re: Martin's landscapes
Post by: Martin on August 06, 2017, 11:09:28 AM
Cool stuff!

Thanks! :)
Title: Re: Martin's landscapes
Post by: mhaze on August 06, 2017, 01:33:34 PM
Hot ;)
Title: Re: Martin's landscapes
Post by: Martin on August 06, 2017, 03:34:24 PM
Hot ;)

Well the green meadow picture has definitely transformed a bit...Same terragen file. But with more lava and less grass haha
Title: Re: Martin's landscapes
Post by: bobbystahr on August 06, 2017, 04:54:02 PM
heh heh, havin' a heat wave are we? I hesitate to add my cool comment here as it so hot.
Title: Re: Martin's landscapes
Post by: Martin on August 06, 2017, 06:38:43 PM
heh heh, havin' a heat wave are we? I hesitate to add my cool comment here as it so hot.
hah! funny you say that, I just added some snow:) (And Star Wars style mining buildings)
Title: Re: Martin's landscapes
Post by: bobbystahr on August 06, 2017, 07:04:04 PM

hah! funny you say that, I just added some snow:) (And Star Wars style mining buildings)


Now that's properly grotty...really like the dark atmo...all this star wars stuff reminds me I have some naboo houses my pal rodluc was sharing and assorted other buildings. Maybe it's time to get outer spaced again....
Title: Re: Martin's landscapes
Post by: Martin on August 07, 2017, 07:49:31 AM
A few more. I love how the lava turned out.
Title: Re: Martin's landscapes
Post by: Martin on August 07, 2017, 10:59:44 AM
Also:
Title: Re: Martin's landscapes
Post by: bobbystahr on August 07, 2017, 01:13:11 PM
Very nice, still working on mine as that lava flow is inspiring me...may start again today though as yesterday was a pretty much non starter for me, more guitar than 3D
Title: Re: Martin's landscapes
Post by: Martin on August 07, 2017, 01:54:47 PM
Very nice, still working on mine as that lava flow is inspiring me...may start again today though as yesterday was a pretty much non starter for me, more guitar than 3D

I was inspired by the movies I watched recently. Everytime I see an interesting landscape shot I want to recreate it in terragen haha
Title: Re: Martin's landscapes
Post by: bobbystahr on August 07, 2017, 02:02:27 PM
Very nice, still working on mine as that lava flow is inspiring me...may start again today though as yesterday was a pretty much non starter for me, more guitar than 3D

I was inspired by the movies I watched recently. Everytime I see an interesting landscape shot I want to recreate it in terragen haha

I think we're all a bit like that, I got into this as I had fantasies of becoming an animator and though music takes precedence in my life that old goal still creeps in for me as well.
I've never really got any of the attempts right but most turned into cool images anyway so I accept the inspiration gladly.
Title: Re: Martin's landscapes
Post by: Oshyan on August 07, 2017, 10:19:34 PM
Yeah, the lava looks great. My favorite is definitely mist lava.jpg.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on August 08, 2017, 09:11:32 AM
Yeah, the lava looks great. My favorite is definitely mist lava.jpg.

- Oshyan

Here's more then:)
I save all of the versions I make, it's mind blowing that you can have whole planets in a file under 300KB. Procedural is an amazing thing.
The newest version I'm working on keeps crashing. Sometimes it looks like it has not enough memory but I have 32 GB, and it only uses 16. Odd.
Title: Re: Martin's landscapes
Post by: Oshyan on August 08, 2017, 09:54:00 PM
Do you get an error message when it crashes? Is it crashing while rendering, or at some other time? Any other info?

- Oshyan
Title: Re: Martin's landscapes
Post by: fleetwood on August 09, 2017, 02:20:40 AM
Really like those last couple. The haze and blue cast in the sky adds a lot IMO.
Title: Re: Martin's landscapes
Post by: Martin on August 09, 2017, 07:35:50 AM
Really like those last couple. The haze and blue cast in the sky adds a lot IMO.

I used a really saturated orange sky with a strong blue thick haze. This gives a really nice balanced colour palette. :)
Title: Re: Martin's landscapes
Post by: Martin on August 09, 2017, 07:39:43 AM
Do you get an error message when it crashes? Is it crashing while rendering, or at some other time? Any other info?

- Oshyan

No error message. It's always during rendering a resource heavy scene- lot's of population objects, or clouds etc.
It just makes my screen go black for a bit then I get the little windows message: terragen 4 has crashed.
It often crashes the youtube video- or any flash I'm watching.
Also most of this time it only uses around 15 GB of memory, while everything else only using 4, remaining 12. So I'm not sure it's a memory limit-either windows or terragen related, or something else.
Happened a lot before as well.I just acknowledged it.
Title: Re: Martin's landscapes
Post by: Martin on August 09, 2017, 02:23:03 PM
Oh my. I've been messing around with planet textures(just made a new gas giant texture node network)
And...ugh I moved the planet and the atmosphere...just forgot to move with the planet. Is this a bug or what the hell have I done? : D
 
Title: Re: Martin's landscapes
Post by: Kadri on August 09, 2017, 05:24:00 PM

Nice.

...
And...ugh I moved the planet and the atmosphere...just forgot to move with the planet. Is this a bug or what the hell have I done? : D

Yes that is kind of a long lasting bug-shortcoming. But it is easy to correct.
Just unlink and link the clouds-atmosphere again.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 09, 2017, 06:09:13 PM
Great solve Kadri
Title: Re: Martin's landscapes
Post by: Oshyan on August 09, 2017, 09:32:38 PM
The fact that it crashes Youtube or other videos you're watching might indicate it's video card/driver related, which other people's issues also seem to be. We'll look into it.

- Oshyan
Title: Re: Martin's landscapes
Post by: bobbystahr on August 09, 2017, 11:25:59 PM
The fact that it crashes Youtube or other videos you're watching might indicate it's video card/driver related, which other people's issues also seem to be. We'll look into it.

- Oshyan

That was my thought. Before I went off line with Terragen every time windows would update TG would give me problems till I updated my video card driver. Being offline with TG I get no win updates and it seems way batter. Running win 7 pro on the offline so wouldn't be getting updates anyway now.
Title: Re: Martin's landscapes
Post by: Martin on August 09, 2017, 11:27:14 PM
The fact that it crashes Youtube or other videos you're watching might indicate it's video card/driver related, which other people's issues also seem to be. We'll look into it.

- Oshyan

Thanks for the response. So at least it's not me, thought maybe I have some memory thing switched off in tg.
Also explains the lags I experience when watching videos etc while rendering. But it's kind of my fault for painting in photoshop and streaming it while listening to music on youtube while rendering a huge scene in TG.
Title: Re: Martin's landscapes
Post by: Martin on August 12, 2017, 07:20:32 AM
Oh I was experimenting with a simple cell diff noise as rock displacement. I usually make a big complex node network to achieve a nice variety of displacement, but this time two cell noise and both of them with two warp shaders,just a bit, both different sizes to create a nice complexity. I also merged them with the subtract mode and got some nice results. Also the textures are usually pretty complex, with little ,and big patches, dark leaks, dots, moss , cracks etc. But this time, a pretty simple noise shader with distort by normal(haven't used this option for a long time because all the small displacement distorts the noise too much.Not this time. As the rocks where pretty big with clear forms, just with 2.3 normal distortion, the texture follows the forms really nicely.)
So a little morning TG experimenting ended up with some nice new, but simple rock formations. :)
Title: Re: Martin's landscapes
Post by: bobbystahr on August 12, 2017, 07:29:24 AM
Well that was 100% successful...keep on tweaking man....Beautiful result.
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 12, 2017, 07:07:46 PM
Very well done, these last, and lava series terrific!
Title: Re: Martin's landscapes
Post by: Martin on August 13, 2017, 12:53:22 PM
Very well done, these last, and lava series terrific!

Thank you! They were pretty quick morning experimenting, turned out to be interesting!
Title: Re: Martin's landscapes
Post by: Martin on August 13, 2017, 04:26:16 PM
Question: I was wondering, does the compute normal node affect the distort normal quality?
Title: Re: Martin's landscapes
Post by: bobbystahr on August 13, 2017, 05:17:26 PM
Question: I was wondering, does the compute normal node affect the distort normal quality?

Hmmm, good question...wondered about that as well. Watching this....
Title: Re: Martin's landscapes
Post by: Martin on August 13, 2017, 07:06:32 PM
Question: I was wondering, does the compute normal node affect the distort normal quality?

Hmmm, good question...wondered about that as well. Watching this....

Yep! Looks like there IS a difference! I'm a bit surprised.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 13, 2017, 08:17:44 PM
Question: I was wondering, does the compute normal node affect the distort normal quality?

Hmmm, good question...wondered about that as well. Watching this....

Yep! Looks like there IS a difference! I'm a bit surprised.

which one is first, have you tried switching the order?
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 09:41:35 AM
Question: I was wondering, does the compute normal node affect the distort normal quality?

Hmmm, good question...wondered about that as well. Watching this....

Yep! Looks like there IS a difference! I'm a bit surprised.


which one is first, have you tried switching the order?

I needed a compute normal before the texture shader because some of the extreme displacement stretched the textures. Tried different patch sizes , and the result is just so different I'm not sure if it's better or not...
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 10:08:17 AM
Also I couldn't decide between merging the big and smaller displacements with a simple mix merge mode ,or subtract , both gave an interesting result, so in the end I kept both and mixed them together with a mask. So patches of both gives a nice variety. Though I'm still tweaking it.
Title: Re: Martin's landscapes
Post by: Kadri on August 14, 2017, 11:07:18 AM

Nice.
Yeah those compute nodes can be good or bad. They can change the landscape quite much.
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 11:39:19 AM

Nice.
Yeah those compute nodes can be good or bad. They can change the landscape quite much.

Yep. And this case I need one to avoid stretching.

Also: Look at them brick patterns
This sinus function is useful
Time to make a new castle ruin shader
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 12:29:24 PM
Okay, this will be good for later use.
Title: Re: Martin's landscapes
Post by: Kadri on August 14, 2017, 12:30:37 PM

Nice :)
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 01:43:36 PM

Nice :)

Thanks Kadri:)
I tweaked it a bit. Colour variety, and warp shader. Though I realised it only works on one axis, so I'll have to rotate it and add merge  the vertical lines.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 14, 2017, 03:16:17 PM
Well done Martin, any chance you'll be putting a copy in File Sharing. Some (maybe many) of us have no idea about this kind of texture building although find looking at the network and inside it's dialogues teaches a lot...just my experience....
Title: Re: Martin's landscapes
Post by: Kadri on August 14, 2017, 03:55:22 PM

Reminded me about Martin(DandelO).
http://www.planetside.co.uk/forums/index.php/topic,10584.0.html
Yeah many Martin's indeed :)
The files are gone probably.
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 04:35:00 PM
Well done Martin, any chance you'll be putting a copy in File Sharing. Some (maybe many) of us have no idea about this kind of texture building although find looking at the network and inside it's dialogues teaches a lot...just my experience....
I think I will! after some tweaking:) Though my node networks are pretty messy.
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 04:36:04 PM

Reminded me about Martin(DandelO).
http://www.planetside.co.uk/forums/index.php/topic,10584.0.html
Yeah many Martin's indeed :)
The files are gone probably.

Oh well, obviously I'm not the only one who made brick textures. And also a Martin. Haha
Still tweaking it. Every brick has a different brightness.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 14, 2017, 06:52:29 PM
Well done Martin, any chance you'll be putting a copy in File Sharing. Some (maybe many) of us have no idea about this kind of texture building although find looking at the network and inside it's dialogues teaches a lot...just my experience....
I think I will! after some tweaking:) Though my node networks are pretty messy.

keeps my mind busy trying to grok em...mine, tho more simplistic, are every bit as messy and altho I'm a Bobby I play a Martin..LOL

http://a1.amlimg.com/OGEzOTJhMjZhOWMwNTJhNTU3MDI2NWEyNWEwNmQzY2GOItNTNQTAJz-GgWcrL4QFaHR0cDovL21lZGlhLmFkc2ltZy5jb20vZDUzNjg1ZDc0NWJjNDhjZWZjNjk3ZWMwM2YxMTYyNzI3NjI1ZDY3ZWY4OGU4NWEwOGYwYzdjYWY4MzFjZWFhNS5qcGd8fHx8fHw3MDB4NTI1fGh0dHA6Ly93d3cuYWR2ZXJ0cy5pZS9zdGF0aWMvaS93YXRlcm1hcmsucG5nfHx8.jpg

not mine but same vintage
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 08:22:03 PM
Well done Martin, any chance you'll be putting a copy in File Sharing. Some (maybe many) of us have no idea about this kind of texture building although find looking at the network and inside it's dialogues teaches a lot...just my experience....
I think I will! after some tweaking:) Though my node networks are pretty messy.

keeps my mind busy trying to grok em...mine, tho more simplistic, are every bit as messy and altho I'm a Bobby I play a Martin..LOL

http://a1.amlimg.com/OGEzOTJhMjZhOWMwNTJhNTU3MDI2NWEyNWEwNmQzY2GOItNTNQTAJz-GgWcrL4QFaHR0cDovL21lZGlhLmFkc2ltZy5jb20vZDUzNjg1ZDc0NWJjNDhjZWZjNjk3ZWMwM2YxMTYyNzI3NjI1ZDY3ZWY4OGU4NWEwOGYwYzdjYWY4MzFjZWFhNS5qcGd8fHx8fHw3MDB4NTI1fGh0dHA6Ly93d3cuYWR2ZXJ0cy5pZS9zdGF0aWMvaS93YXRlcm1hcmsucG5nfHx8.jpg

not mine but same vintage

I have an electric guitar. But I'm not really playing it. Been difficult to learn playing because I'm left handed- and it's a left handed guitar.And drawing and modelling is taking most of my time.Both as a job and a hobby.

I've quickly put together a castle ruin from my modular meshes made last month.
The brick texture in action.

Title: Re: Martin's landscapes
Post by: bobbystahr on August 14, 2017, 08:38:35 PM
Lovely, works a treat don't it. IIRC Ogre also made a very nice 'formal' style red brick procedural and I'm not sure if he shared it but I recall seeing it in a thread.
re: guitar...I was recently given a Masarati of a guitar that I'm trying to tame ( A Gibson B B King "Lucille" model) and that's leaching considerable computer time so I set up really long renders and let it run while I play. Retired so I've no worries about 'work' interrupting my vices...
Title: Re: Martin's landscapes
Post by: Martin on August 14, 2017, 08:48:00 PM
Lovely, works a treat don't it. IIRC Ogre also made a very nice 'formal' style red brick procedural and I'm not sure if he shared it but I recall seeing it in a thread.
re: guitar...I was recently given a Masarati of a guitar that I'm trying to tame ( A Gibson B B King "Lucille" model) and that's leaching considerable computer time so I set up really long renders and let it run while I play. Retired so I've no worries about 'work' interrupting my vices...

Oh nice:)
I'm just 30 so I have lot's of things to do hehe
I usually render at night, or during the day I paint in photoshop or practice on paper.Also studying a language so pretty busy days.
Title: Re: Martin's landscapes
Post by: Martin on August 15, 2017, 02:16:00 PM
More renders of the same scene.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 15, 2017, 05:30:01 PM
Nice, that's one wickedly weird ruin you've made....you could likely sell that to Poser/DAZ folks as it looks to have a large number of scene areas in it from the different renders you've user it in. They're always looking for new render area props...just needs conversion to a .pp2 file.
Title: Re: Martin's landscapes
Post by: Martin on August 15, 2017, 05:39:58 PM
Nice, that's one wickedly weird ruin you've made....you could likely sell that to Poser/DAZ folks as it looks to have a large number of scene areas in it from the different renders you've user it in. They're always looking for new render area props...just needs conversion to a .pp2 file.
It's not properly optimised yet. It's around 12 million polygons...Though the different parts are optimised, but putting together a whole ruin made it a pretty high poly mesh.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 15, 2017, 05:55:32 PM
Nice, that's one wickedly weird ruin you've made....you could likely sell that to Poser/DAZ folks as it looks to have a large number of scene areas in it from the different renders you've user it in. They're always looking for new render area props...just needs conversion to a .pp2 file.
It's not properly optimised yet. It's around 12 million polygons...Though the different parts are optimised, but putting together a whole ruin made it a pretty high poly mesh.

I dig...but both those programs do displacement now so some creative dessication to a lower polycount would solve some problems and add more surface options within those apps...
Title: Re: Martin's landscapes
Post by: Martin on August 15, 2017, 06:05:09 PM
Nice, that's one wickedly weird ruin you've made....you could likely sell that to Poser/DAZ folks as it looks to have a large number of scene areas in it from the different renders you've user it in. They're always looking for new render area props...just needs conversion to a .pp2 file.
It's not properly optimised yet. It's around 12 million polygons...Though the different parts are optimised, but putting together a whole ruin made it a pretty high poly mesh.

I dig...but both those programs do displacement now so some creative dessication to a lower polycount would solve some problems and add more surface options within those apps...

oh but there is no proper uvw mapping. I mean the exported zbrush files could be uv mapped, but then I use those parts to build bigger buildings and if you want one mesh instead of a hundred you would need to re uvw the whole thing. not to mention I have to bake the normals etc. So most of the job is not done with these models, but because the procedural textures it works like a charm in TG.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 15, 2017, 09:31:46 PM

 So most of the job is not done with these models, but because the procedural textures it works like a charm in TG.



I see; well they look fine in TG world so in the final analysis they're perfect, heh heh..again well done.
Title: Re: Martin's landscapes
Post by: Martin on August 15, 2017, 10:01:19 PM

 So most of the job is not done with these models, but because the procedural textures it works like a charm in TG.



I see; well they look fine in TG world so in the final analysis they're perfect, heh heh..again well done.
I'm in love with TG's procedural texturing right now!


eh the render time is getting higher. 3 hours. Could be worse though.

Also the antialiasting. I realised I don't really use a high enough number. What's the highest useful number? Just started using higher values, like 4. Though it's really slowing down the render times.
Should I - can I even use higher values?I should check the free version's limitations.
Title: Re: Martin's landscapes
Post by: Kadri on August 15, 2017, 10:57:20 PM

You can go up to 6 as it looks from here:
https://planetside.co.uk/terragen-product-comparison/
Title: Re: Martin's landscapes
Post by: bobbystahr on August 16, 2017, 04:58:33 AM
I use mpD .5 and AA6 as my default lately and crank up the AA a lot if I have noisy light rays. Oshyan talked me into that on my last road render and it made a huge difference and only doubled the render time IIRC. I think I went to AA11 from the AA6 I started with.
I should add that your having fun shows in a really interesting and varied scene.
Title: Re: Martin's landscapes
Post by: mhaze on August 16, 2017, 08:11:29 AM
I sometimes go as high as detail 1 and aa 12! but usually .8 and 8.
Title: Re: Martin's landscapes
Post by: Martin on August 16, 2017, 09:31:48 AM
I sometimes go as high as detail 1 and aa 12! but usually .8 and 8.


Thanks for the answers!
Trying a high antialiasing render right now with a value of 6. Will take some time.

here's two previous render.
Title: Re: Martin's landscapes
Post by: Martin on August 16, 2017, 12:10:14 PM
And it didn't make the rendertime that much longer. I like the trees with anti aliasing 6.It makes a visible difference.
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 09:40:25 AM
So I realised what's missing. a huge Greek god like statue. : )

So I sculpted a human body in zbrush, posed it and imported to TG. It's a WIP, I had no time and energy to sculpt a beard and clothes. The posing was a bit quick as well, kind of looks like a poser character....(not a big fan of those models)
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 17, 2017, 01:59:16 PM
So I realised what's missing. a huge Greek god like statue. : )

So I sculpted a human body in zbrush, posed it and imported to TG. It's a WIP, I had no time and energy to sculpt a beard and clothes. The posing was a bit quick as well, kind of looks like a poser character....(not a big fan of those models)

The previous renders are again outstanding!
Since you seem to know your way around all of these modelling programs, you might enjoy this link for the 3D scans:

http://www.planetside.co.uk/forums/index.php/topic,22853.msg231127.html#msg231127

These are great beginnings for some of us as they are scans of existing masters. With your skill you should be able to adapt them for your use. Many of us have been able to use in TG quite successfully.
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 02:22:49 PM
So I realised what's missing. a huge Greek god like statue. : )

So I sculpted a human body in zbrush, posed it and imported to TG. It's a WIP, I had no time and energy to sculpt a beard and clothes. The posing was a bit quick as well, kind of looks like a poser character....(not a big fan of those models)

The previous renders are again outstanding!
Since you seem to know your way around all of these modelling programs, you might enjoy this link for the 3D scans:

http://www.planetside.co.uk/forums/index.php/topic,22853.msg231127.html#msg231127

These are great beginnings for some of us as they are scans of existing masters. With your skill you should be able to adapt them for your use. Many of us have been able to use in TG quite successfully.

Thanks! This looks good!
Though I prefer my own models. Used to use free models but somehow it feels like cheating. Here's mine- no hair or beard, or clothes, or spear , just the unposed body made from scratch yesterday.
And a morning render.
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 02:25:46 PM
And a Jovian moon I made just right now.
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 05:28:38 PM
Colourful Night with Planets:)
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 05:30:17 PM
Ever thought about what if the Moon was a few...thousand times closer? Nice view.Though the tidal forces would cause a few hundred mile high waves...in the Earth's crust so not so fun afterall
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 10:23:13 PM
Hmm Something was odd. Then I realised, I need that moon even closer ; )
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 10:27:22 PM
Went full sci-fi again
Title: Re: Martin's landscapes
Post by: Kadri on August 17, 2017, 10:34:51 PM

I like them.
I don't know the others and please don't get it wrong Martin but your post work-especially blur is too much for me.
I even wait quite a time for the image to get it downloaded but then i see that is actually already downloaded and still blurry :D
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 10:38:43 PM

I like them.
I don't know the others and please don't get it wrong Martin but your post work-especially blur is too much for me.
I even wait quite a time for the image to get it downloaded but then i see that is actually already downloaded and still blurry :D

I only use a little blur on the sides of the image, simulating a traditional movie camera. (this is been used in hollywood as well when there's a cg scene in a movie.) I think one of the problem is that I cant render higher res pics in the free version.
Title: Re: Martin's landscapes
Post by: Kadri on August 17, 2017, 10:41:55 PM

Just curious could you post the raw version of the "hugemoon.jpg" for example?
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 10:47:01 PM

Just curious could you post the raw version of the "hugemoon.jpg" for example?
That pic doesn't have much blur, just some stronger chromatic aberration to give more visual fidelity to the render , as there's no texture visible on the moon from this close distance. Here.
Base pic plus retro postwork.
Title: Re: Martin's landscapes
Post by: Kadri on August 17, 2017, 10:51:31 PM

Subjective but i like the raw ones more. Thanks Martin :)
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 11:00:02 PM

Subjective but i like the raw ones more. Thanks Martin :)
I only add chromatic aberration on certain space-renders, because rendering a planet always reminds me the old American sci fi moves from the fifties. So I want to add some "retro" old film kind of post work to the picture instinctively.
Title: Re: Martin's landscapes
Post by: Kadri on August 17, 2017, 11:02:31 PM

I said it too many times here around but...it is maybe because i mostly hate DOF and cro.abr. :)
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 11:09:36 PM

I said it too many times here around but...it is maybe because i mostly hate DOF and cro.abr. :)
Oh I know, its subjective. I mostly had good experiences with them, I was happy when I could use them in unreal engine, and when games could finally do it a few years ago, I like it on old movies ,made before the digital camera era etc. So it all depends what kind of experiences you had with dof and Chromatic a. Terragen often produces pictures that are a bit too "digital" or clean, artificial for my tastes, so I like adding these things.I usually play with contrast and blur in Photoshop and just use a value that "feels good" to me.
Title: Re: Martin's landscapes
Post by: Kadri on August 17, 2017, 11:18:39 PM

To me digital is actually what we see (more or less).
Chromatic abr. and DOF-blur kind of things are faults in cameras.
Like when you are near or farsighted. You use goggles to get a clear view.
Other then to mimic old movies,cameras etc. those are not more realistic to me. Only closer to that view of time.
Digital (clear images) are actually closer to reality (depending on the quality of the render engine too of course) for me :)
Title: Re: Martin's landscapes
Post by: Martin on August 17, 2017, 11:45:35 PM

To me digital is actually what we see (more or less).
Chromatic abr. and DOF-blur kind of things are faults in cameras.
Like when you are near or farsighted. You use goggles to get a clear view.
Other then to mimic old movies,cameras etc. those are not more realistic to me. Only closer to that view of time.
Digital (clear images) are actually closer to reality (depending on the quality of the render engine too of course) for me :)

True, but it's missing something- the artistic look.I remember the new hobbit movies were made by the newest 5K digital cameras, but because the picture was too sharp and clean they had to add film grain. Still the 48 frame per second and clear digital looks had a bad reception, because it felt too real(as they've intended it) but being "too real" feels more like watching a webcam show, not an artistic movie with classic camera work. The new Jurassic park movie feels too video gamie for me(even though I do work on video games part time , but the style and look is just not for movies) I missed the yellowish old film feeling. Even the camera work- the Jurassic World had a scene where the camera followed a Chopper crashing into a glass dome-You could see everything, clear picture, but it's just too far from a human experience. A handheld camera zooming in would've been better.The new Rogue one movie used a really nice edgeblur and chromatic aberration, and watching the documentary it's obvious that it gives the digital picture a nice , bit old fashioned , but stylish, artistic look. Also variation and faults what makes something look real usually.
VR is another thing. People criticising  some VR games because it uses lens effects, while in fast a vr experience should be a real virtual reality -without any camera or other intermediate medium.
Title: Re: Martin's landscapes
Post by: Kadri on August 18, 2017, 12:04:23 AM

Yes that is the other side. Artistic look etc. And every artist should make the way he wants-feels.

Regarding the Hobbit i unfortunately couldn't see the 48 fps version.
I suspect in some ways it is more about how we are used to watch movies.
I made some small tests with 25 fps versus 60 fps renders and i certainly prefer the fluid high versions.
I kinda understand why they felt like video but it depends on what you are filming too probably.
The hobbits are fantasy movies. When you shoot them like a home video it might be harder to sell them.

For example i didn't liked some of the "Lord of the rings" scenes.
Some were shoot in the open,some in the studio and some were full with VFX and-or very dreamy looking.
They weren't consistent in the fantastic looking style.

Anyway...In the end everybody does it the way he likes it.
Title: Re: Martin's landscapes
Post by: Martin on August 18, 2017, 07:49:50 PM
New project.
I've been planning doing a picture like this for a long time. The Polar region of Mars is a really interesting place, pretty "romantic" landscape.
The polar caps are several miles high, so it must be a nice view from up-close. Fun fact- we can't land a rover near the Polar regions, as the rocket approaches  Mars in the planetary plane, so it's quite impossible to turn sharply and land north or south instead of the usual equatorial region.

Made from scratch, I like how the ice turned out, but after 2 hours of render I realised I've made several mistakes, with the dark rock texture showing on the sides of the cracks  etc. I'll render a fixed version tonight.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 18, 2017, 08:50:30 PM
Wow, I totally missed your leap into space Martin...nice exploration...'specially the polar Mars idea...good inspiration that.
Title: Re: Martin's landscapes
Post by: Martin on August 18, 2017, 09:13:55 PM
Wow, I totally missed your leap into space Martin...nice exploration...'specially the polar Mars idea...good inspiration that.
Yeah, too much grassy hills for me, it was time for some outer space experience haha
Title: Re: Martin's landscapes
Post by: Martin on August 19, 2017, 09:52:48 AM
Next render is coming later today. This one took almost 4 hours and I've realised I have to tweak the rocks, and lights and textures.
Title: Re: Martin's landscapes
Post by: Martin on August 19, 2017, 01:29:45 PM
He's a heavily photoshopped(contrast, colour gradient etc) version. While doing cropped test renders.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 19, 2017, 03:46:35 PM
Interesting post work but maybe a tad overdone...looks too bright to me.
Title: Re: Martin's landscapes
Post by: Martin on August 19, 2017, 04:02:29 PM
Interesting post work but maybe a tad overdone...looks too bright to me.
Just playing in photoshop while the fixed version renders.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 19, 2017, 04:03:37 PM
Interesting post work but maybe a tad overdone...looks too bright to me.
Just playing in photoshop while the fixed version renders.

gotcha...I do that as well
Title: Re: Martin's landscapes
Post by: Martin on August 19, 2017, 04:25:14 PM
working on the foreground
Title: Re: Martin's landscapes
Post by: bobbystahr on August 19, 2017, 07:39:59 PM
working on the foreground

great crack network, how'd 'y do the interspersed striations? They work well.
Title: Re: Martin's landscapes
Post by: Martin on August 20, 2017, 07:02:46 PM
For f*cks sake ,Just finished rendering and before I could save it Terragen has crashed
Managed to grab a screenshot
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 20, 2017, 07:11:47 PM
Depending on your unit, This final phase of rendering will often result in a looooooooong thinking phase and then finally snap out of it and complete the render. (Especially if you are using another program that might drain usage simultaneously) 
Title: Re: Martin's landscapes
Post by: Oshyan on August 20, 2017, 07:18:06 PM
I like the ultra-close moon images a lot. I agree that the post work, especially blur, is often overdone in these for my taste. I don't know what you mean about "edge blur with older cameras". Sure there is some softness at the edge of less high quality lenses, but at this resolution it is really minor, almost undetectable.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on August 20, 2017, 07:19:29 PM
Depending on your unit, This final phase of rendering will often result in a looooooooong thinking phase and then finally snap out of it and complete the render. (Especially if you are using another program that might drain usage simultaneously)
no, it already finished rendering, added the ambient occlusion and lens effect, and then a message popped up that terragen has stopped working-pressed print screen- and it closed. While no other program was running- only chatting with someone on facebook. 80% of the memory was unused.
So just random crash again...right after the 7 and a half hour render has finished: S
Title: Re: Martin's landscapes
Post by: Martin on August 20, 2017, 07:24:30 PM
Two previous renders.
Title: Re: Martin's landscapes
Post by: Martin on August 21, 2017, 07:12:39 PM
Redoing the Icecap. Didn't look realistic. Though that node-network...sigh it's getting complicated so It takes time.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 21, 2017, 10:20:17 PM
I'd say  great experiments. I myself have never even had good earth ice so I wouldn't dream of trying extraterrestrial ice....my imagination fails me some daze.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 06:44:29 AM
I'd say  great experiments. I myself have never even had good earth ice so I wouldn't dream of trying extraterrestrial ice....my imagination fails me some daze.
I'm trying to keep it realistic-and scientifically accurate. As Mars only have a tiny amount of atmosphere, I lowered the atmosphere value, but as there's a lot of fine dust in the air, I've used a high value haze- with no sun glaze power and low albedo etc.Also I'm rendering a new picture right now, just realised that one of the distribution layers were not working the way I intended when creating the ice cap displacement, should've been on"using final normals" on the altitude tab.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 11:27:48 AM
That's it! The fixed distribution shader.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 22, 2017, 03:34:53 PM
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 04:41:56 PM
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.
Title: Re: Martin's landscapes
Post by: Kadri on August 22, 2017, 05:17:13 PM

Martin if you can wait a little i will share a sinkhole tonight.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 05:21:42 PM

Martin if you can wait a little i will share a sinkhole tonight.

Oh thank you Kadri! I wonder what I did wrong this time:S

The random surface texture I made quickly for the sink hole scene looked interesting so I played with it a bit.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 22, 2017, 06:18:17 PM
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.

Have you tried the Vortex warper? or are you using it already?
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 06:27:41 PM
That's it! The fixed distribution shader.

Wow, that's right up there with René's stuff for massive and beautiful...well done.

Thanks! : ) It's sort of finished. So I moved to the next "project".
Tried to create a sink hole, but the secondary and third displacement is behaving oddly. I have a big simple shape shader to create the sinkhole- compute normals, then another displacement to create the levels in the sinkhole, and then computen ormal and the rock detail displacement. But it looks really spiky..not what I used to. Tried to play with the computen ormals but I just can't get a smoother result.

Have you tried the Vortex warper? or are you using it already?

Vortex warper?:O I don't even know what that is! Let me check this
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 07:02:43 PM
Oh right, the vortex warper. Didn't use it in a long time. Can give the scene an interesting effect.Though it won't be useful creating the sinkhole : S
Title: Re: Martin's landscapes
Post by: bobbystahr on August 22, 2017, 07:17:00 PM
with the Vortex and a SS shader I made a very convincing whirlpool swallowing a boat once but I guess that's apples and oranges eh.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 07:20:26 PM
with the Vortex and a SS shader I made a very convincing whirlpool swallowing a boat once but I guess that's apples and oranges eh.

I'm trying to recreate this: https://vignette2.wikia.nocookie.net/starwars/images/f/f6/Tenth_Level.png/revision/latest?cb=20130215052019
Title: Re: Martin's landscapes
Post by: bobbystahr on August 22, 2017, 07:36:05 PM
gotcha, SSshader and some masked strata I guess?
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 07:54:01 PM
gotcha, SSshader and some masked strata I guess?

What do you mean by ss shader? It usually means Subsurface scattering...?
This is the simple node network I used
Title: Re: Martin's landscapes
Post by: Kadri on August 22, 2017, 08:12:48 PM

Here is the sinkhole Martin.
http://www.planetside.co.uk/forums/index.php/topic,4484.msg237980.html#msg237980
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 08:28:10 PM

Here is the sinkhole Martin.
http://www.planetside.co.uk/forums/index.php/topic,4484.msg237980.html#msg237980

Thank you Kadri!
Phew, took me almost 10 minutes to find out how is it doing a negative displacement without any negative displacement values...Ugh, the displacement amplitude is so big it just happens to be a big masked valley ! The strata shader with warp gives a nice effect, haven't been using the strata shader for quite some time now.
Anyway, it seems that spiky error was my fault, as this overhanging negative displacement works like a charm. I have to try and find out what did I wrong.
Title: Re: Martin's landscapes
Post by: Martin on August 22, 2017, 08:56:16 PM
A doodle how I tried to achieve the sinkhole levels effect.
Title: Re: Martin's landscapes
Post by: Kadri on August 22, 2017, 09:26:21 PM

Those high numbers are leftovers from many tests mostly and are probably not needed.
But until i have to use different numbers absolutely, i leave them as they are.
No need to change different options unnecessarily.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 22, 2017, 10:32:15 PM
A doodle how I tried to achieve the sinkhole levels effect.

That's a cool workflow...
Title: Re: Martin's landscapes
Post by: AP on August 22, 2017, 10:51:55 PM
A doodle how I tried to achieve the sinkhole levels effect.

A well laid out workflow, no doubt.
Title: Re: Martin's landscapes
Post by: Martin on August 23, 2017, 03:22:32 PM
Well, the strata shader helped with the spikes, but it's still not what I wanted to achieve.I'll experiment with the warp shader instead.
Also- time to revisit the pre-Cambrian era.
Title: Re: Martin's landscapes
Post by: Martin on August 23, 2017, 04:34:01 PM
Little strata experiments with warp shaders. Though I prefer making strata like features manually, with the fractal shader, it feels more natural(at least to me).
Title: Re: Martin's landscapes
Post by: Martin on August 23, 2017, 05:57:01 PM
Oh yeah, I used some cell noise displacement variation on these cliffs, they look better and more natural than the simple strata- warp shader version.
Also slightly different versions, which one is better?
Title: Re: Martin's landscapes
Post by: Kadri on August 23, 2017, 07:33:48 PM

First one looks good to me (i mean from the last two images). I like the rocks.
Title: Re: Martin's landscapes
Post by: Martin on August 23, 2017, 07:39:20 PM
I see! Thanks, I couldn't decide which contrast and colour values are better.
Here's more.
Title: Re: Martin's landscapes
Post by: Martin on August 24, 2017, 01:30:26 PM
Had a little displacement error...but I found it to be pretty interesting.
Title: Re: Martin's landscapes
Post by: Martin on August 24, 2017, 01:31:28 PM
Renders from yesterday.
Title: Re: Martin's landscapes
Post by: Tangled-Universe on August 25, 2017, 08:30:27 AM
Haha geez Martin, did I say before you are prolific? :D
Some really nice experiments here, I especially like some of your vertical rock displacement work.
I was wondering about the mist_arizona render how you actually achieved that dark grey atmo without affecting your terrain and lighting on it?

Cheers,
Martin
Title: Re: Martin's landscapes
Post by: Martin on August 25, 2017, 11:51:06 AM
Haha geez Martin, did I say before you are prolific? :D
Some really nice experiments here, I especially like some of your vertical rock displacement work.
I was wondering about the mist_arizona render how you actually achieved that dark grey atmo without affecting your terrain and lighting on it?

Cheers,
Martin
Oh thank you haha :D
It's actually just haze. Dense, dark haze. I like using darker haze to make the sky look more realistic, its too bright for me using the base settings.

Tried to render the polar martian icecap using the node network from the previous scene, well it crashed after 8 hours. Ugh.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 25, 2017, 12:15:22 PM
" well it crashed after 8 hours. Ugh."

Damn; and you had some awesome ice happening as well.
Title: Re: Martin's landscapes
Post by: Tangled-Universe on August 25, 2017, 03:38:30 PM

Oh thank you haha :D
It's actually just haze. Dense, dark haze. I like using darker haze to make the sky look more realistic, its too bright for me using the base settings.


You mean you just used the haze of the atmosphere node and not a cloud layer to simulate the haze?
Title: Re: Martin's landscapes
Post by: Martin on August 25, 2017, 03:59:14 PM

Oh thank you haha :D
It's actually just haze. Dense, dark haze. I like using darker haze to make the sky look more realistic, its too bright for me using the base settings.


You mean you just used the haze of the atmosphere node and not a cloud layer to simulate the haze?

Yes just the basic atmospheric haze.High density(5 ,12, or even 40) And a dark colour.  For example, a colourful atmosphere(blue, orange etc) With a dark, greyish dense haze can produce some really nice  realistic results.(Kind of simulates dust in the atmosphere. Dust is dark, and blocks sunlight ,so a dark haze works for that.)
Title: Re: Martin's landscapes
Post by: Martin on August 25, 2017, 04:22:22 PM
More.
Title: Re: Martin's landscapes
Post by: Kadri on August 25, 2017, 04:25:09 PM

Nice.
Title: Re: Martin's landscapes
Post by: Martin on August 25, 2017, 08:20:56 PM

Nice.

Thank you:)

Red cyan 3d:
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 12:02:22 AM

Nice.

Thank you:)

Red cyan 3d:

The mysterious floating tree hee hee....the far one's floating.
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 12:17:33 AM

Nice.

Thank you:)

Red cyan 3d:

The mysterious floating tree hee hee....the far one's floating.

hmm. I can't see it?
The anchor is the last compute normal, so they must be perfectly aligned. (There are dunes in the mid-foreground  so maybe that makes it look like it's floating?)
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 12:43:33 AM
Sulfur lands
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 01:29:22 AM
I didn't notice it till I put the 3D glasses on and then the circular shadow directly under it became obvious
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 01:30:35 AM
I didn't notice it till I put the 3D glasses on and then the circular shadow directly under it became obvious
Could you tell me which tree? I can't find it but I'm interested now haha
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 01:34:25 AM
Sulfur lands

And I thought it was the broccoli I had for supper hee hee...hellishly perfect brimstone
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 01:37:45 AM
Quote from: bobbystahr
[/quote



Red cyan 3d:

The mysterious floating tree hee hee....the far one's floating.


In the arizna 3d redcyan.jpg it's the reverse of the arizna.jpg one and in that what looks like a tree shadow is revealed as a stone with shadow...mystery solved.
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 01:38:21 AM
The only thing that could be mistaken as a shadow if you don't notice that the tree is actually behind a dune. Other than this I really can't see anything:O
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 01:39:14 AM
Quote from: bobbystahr
[/quote



Red cyan 3d:

The mysterious floating tree hee hee....the far one's floating.


In the 3D one it's the reverse of the non 3D one and in that what looks like a tree shadow is revealed as a stone with shadow...mystery solved.

dang it, a few seconds late:)
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 02:25:09 AM
Quote from: bobbystahr
[/quote


dang it, a few seconds late:)


heh heh, always the way eh?
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 01:24:29 PM
More sulfur lands and rocks.
Title: Re: Martin's landscapes
Post by: Martin on August 26, 2017, 03:39:41 PM
Uhm I quite of forgot what to do to render the underwater terrain with a higher micropoly detail. I have to change some rendering value , but what?
Title: Re: Martin's landscapes
Post by: bobbystahr on August 26, 2017, 06:16:46 PM
Uhm I quite of forgot what to do to render the underwater terrain with a higher micropoly detail. I have to change some rendering value , but what?

not familiar with that so am watching for answers as well
Title: Re: Martin's landscapes
Post by: Kadri on August 27, 2017, 01:25:18 AM
Uhm I quite of forgot what to do to render the underwater terrain with a higher micropoly detail. I have to change some rendering value , but what?

Render node + Edit internal network (click on the icon on the right where it says "Name" and "Render 01" or the plus sigh on the right of the node. But before that just begin a render. You can cancel immidiately. Otherwise the internal network can be empty on a new project) + Render subdiv settings + Ray detail multiplier.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 27, 2017, 05:06:38 AM
Oh that...through the water detail...I see now.
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 01:13:18 PM
Uhm I quite of forgot what to do to render the underwater terrain with a higher micropoly detail. I have to change some rendering value , but what?

Render node + Edit internal network (click on the icon on the right where it says "Name" and "Render 01" or the plus sigh on the right of the node. But before that just begin a render. You can cancel immidiately. Otherwise the internal network can be empty on a new project) + Render subdiv settings + Ray detail multiplier.

Ah right! Thank you Kadri!
Title: Re: Martin's landscapes
Post by: bobbystahr on August 27, 2017, 02:52:48 PM
I envy you're non coulourblindness...cool blends of colour like this escape me.
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 02:56:55 PM
I envy you're non coulourblindness...cool blends of colour like this escape me.

Which kind of colourblindness do you have?
Title: Re: Martin's landscapes
Post by: bobbystahr on August 27, 2017, 03:44:00 PM
I envy you're non coulourblindness...cool blends of colour like this escape me.

Which kind of colourblindness do you have?

green/brown confusion, blue/purple confusion...made brown leaves and green trunks set against a purple sky with a chartreuese sun as a child and that was the first tell.

During my married/productiive period thru the '80's my wife colour checked everything I did, but pre computer so there was no handy online colour check devices...I now have a hard copy of the R,G,B of any colour imaginable and by name like 'Salmon Pink'...so I can often get colours now that clients like and are appropriate, but I tend to try and convince them b&w is the way to go, heh heh.
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 27, 2017, 03:45:01 PM
Again, just great!
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 03:51:26 PM
I envy you're non coulourblindness...cool blends of colour like this escape me.

Which kind of colourblindness do you have?

green/brown confusion, blue/purple confusion...made brown leaves and green trunks set against a purple sky with a chartreuese sun as a child and that was the first tell
Oh we actually had a kid in art school with the same colourblindness! He was a painter. It took 2 years to realise he was colourblind, as everyone thought it's his artistic decision to paint tree trunks green and leaves brown:) But it worked! He graduated as a painter:)
Do you know about those colourblindness eyeglasses? That separates certain wavelengths? Can help a lot of colourblind people.
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 03:52:33 PM
Again, just great!

Thank you! I just love exploring the planet and looking for interesting landscapes and compositions once I have the node network ready, and hit render.: )
Title: Re: Martin's landscapes
Post by: bobbystahr on August 27, 2017, 04:44:56 PM
I envy you're non coulourblindness...cool blends of colour like this escape me.

Which kind of colourblindness do you have?

green/brown confusion, blue/purple confusion...made brown leaves and green trunks set against a purple sky with a chartreuese sun as a child and that was the first tell
Oh we actually had a kid in art school with the same colourblindness! He was a painter. It took 2 years to realise he was colourblind, as everyone thought it's his artistic decision to paint tree trunks green and leaves brown:) But it worked! He graduated as a painter:)
Do you know about those colourblindness eyeglasses? That separates certain wavelengths? Can help a lot of colourblind people.


Yeah, I investigated them when I first got an email from a pal about them but they don't work for my type according too the test I took online. Too bad; but my 2D art seems quite acceptable as folks just "chalk it up" to my style, heh heh...lotta jaw dropping when I tell 'em I'm colourblind. Helps being an original acid head as well...they expect weird from me.
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 08:05:43 PM
More sulfur landscape variants.
Title: Re: Martin's landscapes
Post by: Kadri on August 27, 2017, 08:17:56 PM

Nice images.
I like the "sulfur sea.jpg" the most.
Wish i was so brave as you on the colour choices by the way.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 27, 2017, 08:45:43 PM
Interesting al but I really like the way the sulfer seems to be dissolving into the water in sulfur shore.jpg
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 08:50:22 PM

Nice images.
I like the "sulfur sea.jpg" the most.
Wish i was so brave as you on the colour choices by the way.

Almost didn't post that one, looked too much like a basic terragen render. Nothing special But it seems it's not that bad:)

I looked at some volcanic lake photos for reference. I like those colourful toxic patches of minerals and algea.
Title: Re: Martin's landscapes
Post by: Martin on August 27, 2017, 10:56:39 PM
Last two today. :)
Title: Re: Martin's landscapes
Post by: Martin on August 29, 2017, 12:33:22 AM
A more realistic landscape this time. Alpine fractal shader.
Is there a difference between the alpine fractal shader in the terrain menu and the alpine fractal shader v2 under the displacement options? They both seems like to be the alpine fractal v2.
Title: Re: Martin's landscapes
Post by: bobbystahr on August 29, 2017, 03:16:53 AM
You're right about more realistic, way more so; and I think they're both the same code. they seem to do the same thins the same ways.
Title: Re: Martin's landscapes
Post by: Martin on August 29, 2017, 02:37:15 PM
More renders.
Title: Re: Martin's landscapes
Post by: Hannes on August 29, 2017, 04:11:19 PM
Great terrains, Martin!!
Title: Re: Martin's landscapes
Post by: Martin on August 29, 2017, 06:57:05 PM
Great terrains, Martin!!

Thanks! : )

-Tweaking the distort normal values.

Title: Re: Martin's landscapes
Post by: Martin on August 29, 2017, 09:04:31 PM
Playing with the lighting.
Title: Re: Martin's landscapes
Post by: Denis Sirenko on August 30, 2017, 10:26:47 AM
So many cool landscapes and rocks. Great job, Martin!
Title: Re: Martin's landscapes
Post by: Martin on August 30, 2017, 10:51:46 AM
So many cool landscapes and rocks. Great job, Martin!

Thank you! : )
Title: Re: Martin's landscapes
Post by: Martin on August 30, 2017, 10:55:43 AM
from Yesterday.
Title: Re: Martin's landscapes
Post by: luvsmuzik on August 30, 2017, 03:35:27 PM
 :)I'm just gonna do this: :) (No reply necessary)
Title: Re: Martin's landscapes
Post by: Martin on August 31, 2017, 09:09:41 PM
Alpine landscape tests. I was experimenting with the shaders and displacement.
Title: Re: Martin's landscapes
Post by: Martin on August 31, 2017, 09:10:30 PM
Getting there:)
Title: Re: Martin's landscapes
Post by: Martin on September 01, 2017, 12:16:21 AM
Finally, this starts to look interesting.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 01, 2017, 03:30:26 AM
Nice, got an Alpine scene I'm working on atm myself...
Title: Re: Martin's landscapes
Post by: Martin on September 01, 2017, 08:45:22 AM
Swamp, and the same scene viewed from the top of the mountain.
Title: Re: Martin's landscapes
Post by: Oshyan on September 01, 2017, 08:46:30 AM
"alpinedark" is fantastic, a personal favorite. But I like what you're doing with the cracked/ridged earth scenes in general, many of the latest ones. Great texturing and colors.

- Oshyan
Title: Re: Martin's landscapes
Post by: Hannes on September 01, 2017, 10:45:02 AM
beautiful. I really love the details of the landscape in general.
Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 02:18:34 AM
Thank you all!
Here's the new batch.
Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 02:20:26 AM
Also , I was like...why not have the moon shader on the terrain as well? And it turned out cool.But it was weird to have a moon with the same texture in the background so I made an Earth-like planet.
Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 02:20:53 AM
And it illuminates the terrain nicely.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 02, 2017, 04:47:54 AM
well done Martin, you are a bit twisted but in a good way.
Title: Re: Martin's landscapes
Post by: Artice-3d on September 02, 2017, 04:18:56 PM
Hello Martin !! The Ground structure and colors are extremely realistic and awesome  8) :o Well done my friend !!! I will play with that later ;))
Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 09:24:10 PM
Hello Martin !! The Ground structure and colors are extremely realistic and awesome  8) :o Well done my friend !!! I will play with that later ;))

Thank you! :))

Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 09:26:21 PM
More space pictures. That planet is getting dangerously close...
Title: Re: Martin's landscapes
Post by: Martin on September 02, 2017, 09:55:02 PM
Back to Earth
Title: Re: Martin's landscapes
Post by: bobbystahr on September 02, 2017, 10:07:29 PM
Back to Earth

whew, hee hee hee...nice landing.
Title: Re: Martin's landscapes
Post by: Martin on September 03, 2017, 04:54:13 PM
Grassy landscape experiments
Title: Re: Martin's landscapes
Post by: bobbystahr on September 03, 2017, 05:32:28 PM
in the one with the grass object the grass seems out of scale but the procedurally made textures rock, for grass....
Title: Re: Martin's landscapes
Post by: Martin on September 03, 2017, 06:02:12 PM
in the one with the grass object the grass seems out of scale but the procedurally made textures rock, for grass....
Yeah, just tried that grass object, but it looks fake. I'll stick with the procedural grass texture.
Title: Re: Martin's landscapes
Post by: luvsmuzik on September 03, 2017, 08:37:07 PM
Not going to begin to criticize, but you can play with the translucency and reflectivity on the leaves of your grass and tree  objects. The overall shading on that image is terrific!
Title: Re: Martin's landscapes
Post by: Martin on September 03, 2017, 09:52:50 PM
Not going to begin to criticize, but you can play with the translucency and reflectivity on the leaves of your grass and tree  objects. The overall shading on that image is terrific!

Yeah, the reflectivity and the translucency is both on a high value as always. For some reason the grass doesn't look good whatever I try.
Though I will try an even higher value on the trees.
Title: Re: Martin's landscapes
Post by: Martin on September 03, 2017, 11:32:18 PM
Aand...I overdid it. It looks too bright. More tweaking needed
Title: Re: Martin's landscapes
Post by: Martin on September 04, 2017, 01:40:56 AM
Latest grass experiment
Title: Re: Martin's landscapes
Post by: bobbystahr on September 04, 2017, 04:43:01 AM
Latest grass experiment

grasy works well; I like the colour variation, very natural.
Title: Re: Martin's landscapes
Post by: Martin on September 05, 2017, 12:56:30 AM
Made a new Mars scene during dinner
Title: Re: Martin's landscapes
Post by: Martin on September 05, 2017, 02:40:30 AM
Tweaked it a bit.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 05, 2017, 01:27:33 PM
Tweaked it a bit.

cool but I like the hero rock in the first one better myself...may just be the light though.
Title: Re: Martin's landscapes
Post by: Martin on September 05, 2017, 03:18:17 PM
Tweaked it a bit.

cool but I like the hero rock in the first one better myself...may just be the light though.

I didn't change anything on the rock displacement shader. It's just a different rock because I moved the camera.
Title: Re: Martin's landscapes
Post by: luvsmuzik on September 05, 2017, 03:21:38 PM
Love what I assume is voroni detail in the sandy terrain. Fantastic stuff!
Title: Re: Martin's landscapes
Post by: Martin on September 05, 2017, 05:36:45 PM
Love what I assume is voroni detail in the sandy terrain. Fantastic stuff!
Yep, cell diff noise! With a lot of different warp shaders. I'm in love with the warp shader now haha.
Title: Re: Martin's landscapes
Post by: Martin on September 15, 2017, 11:59:21 PM
So I'm back from a short holiday. Seeing all those fields from the plane above Hungary, Austria, Czech republic,Germany, France and England gave me an idea to experiment with this kind of terrain in TG.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 16, 2017, 12:19:39 AM
Great start to a new series. I really like the long shadows pair personally and in the lower ones are you using a grass object or the procedural grass preset? Great grass from the air Martin...keep on tweakin'
Title: Re: Martin's landscapes
Post by: Martin on September 16, 2017, 07:34:53 PM
countryside
Title: Re: Martin's landscapes
Post by: Martin on September 16, 2017, 09:11:22 PM
And I think I'm done with this project
Title: Re: Martin's landscapes
Post by: bobbystahr on September 16, 2017, 10:06:37 PM
I really like that last one...worth developing I'd say. You and Ulco ought to do a jam/collaboration image...
Title: Re: Martin's landscapes
Post by: Martin on September 17, 2017, 12:27:08 PM
I really like that last one...worth developing I'd say. You and Ulco ought to do a jam/collaboration image...

Not sure what to add. Maybe a road? Kind of achieved what I imagined.
I added some mountains though.

Also some renders of the previous scene, pretty paradise like.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 17, 2017, 01:42:33 PM
Well not that it was missing anything but the new renders of close ups is more what I was thinking. Exploring the details kind of thing.
Carry on heh heh..guess I was doing an Ulco encouraging further exploration.
Title: Re: Martin's landscapes
Post by: luvsmuzik on September 17, 2017, 01:46:42 PM
Absolutely great! Except for a stray tree here or there, but I assume that was a flash flood. hehe >>>I know you know you can edit your populations if you get some floaters? (3 cube icon top tool bar render window)

The lighting on foreground fir in number 3 is absolutely gorgeous! Wonderful cross hatch plowing as well in all. You hit the nail on the head with those grass colors too.
Title: Re: Martin's landscapes
Post by: Martin on September 17, 2017, 09:54:01 PM
Thank you luvsmuzik ,bobbystahr, I'll experiment with those fields later on!

Had some fun with an alien moonscape again.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 17, 2017, 10:28:27 PM
very cool stuff, I really like the atmospheres. Are the planets displaced spheres or planets? They're really well done.
Title: Re: Martin's landscapes
Post by: Oshyan on September 17, 2017, 10:34:01 PM
The texturing, lighting, and color in grassmoon.jpg are spectacular!

- Oshyan
Title: Re: Martin's landscapes
Post by: bobbystahr on September 17, 2017, 11:59:23 PM
The texturing, lighting, and color in grassmoon.jpg are spectacular!

- Oshyan

y' made me go back and look and I have to agree, a stellar image...
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 05:35:24 AM
The texturing, lighting, and color in grassmoon.jpg are spectacular!

- Oshyan

Ah thank you! I raised the saturation in PS
to make it look even more paradise like. The odd thing is it's not even that far from reality! My friends went to hike in the French alps a year or two ago, couldn't believe it's a real place, basically looked like that render.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 01:45:16 PM
Made two alien spaceships. I'm in a sci fi mood again haha
Title: Re: Martin's landscapes
Post by: bobbystahr on September 18, 2017, 02:01:56 PM
heh heh, what did you make the ship in, ZBrush?
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 02:20:27 PM
heh heh, what did you make the ship in, ZBrush?

yep, zbrush:) It's all organic, and I had some zbrush alphas from a previous alien themed project, so it was easy to quickly sculpt one.
Though I decided to use the terragen procedural textures, not the one I made in zbrush , because even at 4k, it  was not high res enough.
Title: Re: Martin's landscapes
Post by: bobbystahr on September 18, 2017, 03:27:21 PM
heh heh, what did you make the ship in, ZBrush?
because even at 4k, it  was not high res enough.

that's often the case
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 04:29:54 PM
More.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 04:30:52 PM
Btw, this new moon landscape is just the previous paradise scene without grass and atmosphere.  :  )
Didn't even move the camera on the first render
Title: Re: Martin's landscapes
Post by: agent unawares on September 18, 2017, 04:44:43 PM
I like your ship idea a lot. It looks to me like there was a base hull that over the years had a lot of additions organically welded on and a lot of repairs made.

But, the shader you use looks much too plastic for me to find this believable. Specifically, it looks like a rather small piece of plastic when given the scale I feel the ship is rather meant to be enormous. If this is supposed to be a metal ship (which I suspect from the color) I would make the shader more metallic (decrease roughness to sharpen specular highlights, and possibly increase reflectivity depending how much you like chrome). Maybe also add some rusty patches and small scratches, rivets all over. If it is supposed to be an organic ship I would take some inspiration from an old whale's skin, a lot of small surface details and long scratch scars, etc. You have ZBrush, you should be able to paint some nice base color.

Basically this is very nice but the shader and lack of tiny surface details is taking away a lot from the sense of size.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 04:52:25 PM
I like your ship idea a lot. It looks to me like there was a base hull that over the years had a lot of additions organically welded on and a lot of repairs made.

But, the shader you use looks much too plastic for me to find this believable. Specifically, it looks like a rather small piece of plastic when given the scale I feel the ship is rather meant to be enormous. If this is supposed to be a metal ship (which I suspect from the color) I would make the shader more metallic (decrease roughness to sharpen specular highlights, and possibly increase reflectivity depending how much you like chrome). Maybe also add some rusty patches and small scratches, rivets all over. If it is supposed to be an organic ship I would take some inspiration from an old whale's skin, a lot of small surface details and long scratch scars, etc. You have ZBrush, you should be able to paint some nice base color.

Basically this is very nice but the shader and lack of tiny surface details is taking away a lot from the sense of size.

The thing is I scapped the zbrush texture because it looked bad upclose. 4k was not enough.
Reflectivity and specular are both on 1- and roughness is 0.22. I tried to replicate the old Alien movie miniature feeling. Sadly without this plastic-y reflection all the detail disappears.
This is the first render: with the 4k zbrush texture map
And the second is the procedural map but with high roughness reflection.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 05:38:51 PM
Also The zbrush render
Title: Re: Martin's landscapes
Post by: agent unawares on September 18, 2017, 07:09:48 PM
Roughness on 0.22 is too high for a metallic I think in the TG shader. Look here (http://planetside.co.uk/wiki/index.php?title=Default_Shader_-_Specular_Tab) for some examples of how the roughness varies with specular. Even 0.1 looks still too high for me. The matte version honestly doesn't look all that bad either though, it has kind of the look of old peeling paint and rust.

I really like the way the colors look on your original base texture. It's too bad about the export size. A lot of the fine detail in ZBrush is just gone in the TG render.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 07:48:37 PM
Roughness on 0.22 is too high for a metallic I think in the TG shader. Look here (http://planetside.co.uk/wiki/index.php?title=Default_Shader_-_Specular_Tab) for some examples of how the roughness varies with specular. Even 0.1 looks still too high for me. The matte version honestly doesn't look all that bad either though, it has kind of the look of old peeling paint and rust.

I really like the way the colors look on your original base texture. It's too bad about the export size. A lot of the fine detail in ZBrush is just gone in the TG render.
I know how it works in TG. But metallic is usually a different type of shader, it can be rough, or shiny , doesn't matter.
I'm experimenting with a 8k texture map , with a stronger burnt AO texture-.
Title: Re: Martin's landscapes
Post by: agent unawares on September 18, 2017, 08:13:18 PM
Yes, I am only referring to the final appearance of the material not the shader language. It just looks more plastic than metallic to me at those settings. Probably there's a way to make it still look metallic even with fuzzy highlights, I just don't know how in TG. I am interested to see how the 8K version turns out.
Title: Re: Martin's landscapes
Post by: Martin on September 18, 2017, 08:19:30 PM
Yes, I am only referring to the final appearance of the material not the shader language. It just looks more plastic than metallic to me at those settings. Probably there's a way to make it still look metallic even with fuzzy highlights, I just don't know how in TG. I am interested to see how the 8K version turns out.

Yeah, I'm not a fan of plastic-or rather any highlights. It's often overdone in moves etc. But after experimenting it looked like a rough reflection is the only way to bring back the details that are missing due to the way terragen renders objects. I was disappointed how much of the original detail is just gone on the TG render. The first few renders looked like a piece of wood, or rock instead of a detailed spaceship. So it was just an "artistic choice". Now I'm rendering a 18 million poly building ,with the AO map used as a reflection image in TG. We'll see.
Title: Re: Martin's landscapes
Post by: Martin on September 19, 2017, 08:37:04 AM
The big ship-building
Title: Re: Martin's landscapes
Post by: agent unawares on September 19, 2017, 03:58:17 PM
Looks really nice.
Title: Re: Martin's landscapes
Post by: Martin on September 19, 2017, 05:20:25 PM
Something in the crater
Title: Re: Martin's landscapes
Post by: Martin on September 19, 2017, 10:04:46 PM
And as a population. Getting pretty Alien like...
Title: Re: Martin's landscapes
Post by: Oshyan on September 19, 2017, 11:08:00 PM
These last few ones are very Alien-like. ;) But I like it, very cool shapes and detail.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on September 20, 2017, 02:11:45 AM
These last few ones are very Alien-like. ;) But I like it, very cool shapes and detail.

- Oshyan

Thanks! I watched a sci fi from the sixties a few days ago. Couldn't help but making sci fi pics again!
Title: Re: Martin's landscapes
Post by: bobbystahr on September 20, 2017, 03:01:39 AM
They look ready to take off
I like the under shot of the ship myself
Title: Re: Martin's landscapes
Post by: Martin on September 24, 2017, 02:23:52 PM
Been experimenting a bit, but didn't make anything particularly interesting
maybe this alien landscape with tilted, extreme mountains.
Title: Re: Martin's landscapes
Post by: luvsmuzik on September 24, 2017, 04:34:24 PM
Looks ominous and fantastic texturing!
Title: Re: Martin's landscapes
Post by: Martin on September 25, 2017, 04:57:04 PM
Looks ominous and fantastic texturing!

Thanks! :)
Title: Re: Martin's landscapes
Post by: luvsmuzik on September 25, 2017, 05:10:13 PM
Now we know why it is called "the man in the moon". Very nice!
Title: Re: Martin's landscapes
Post by: agent unawares on September 25, 2017, 09:34:55 PM
Really like "tilted alpine."
Title: Re: Martin's landscapes
Post by: Martin on October 07, 2017, 10:17:15 PM
Made a new Geonosis landscape, using zbrush models for the spires.
Title: Re: Martin's landscapes
Post by: bobbystahr on October 07, 2017, 10:21:08 PM
Made a new Geonosis landscape, using zbrush models for the spires.

cool, did you see the link I posted for a whole swack of free zbrush, obj, and fbx models
Title: Re: Martin's landscapes
Post by: Martin on October 07, 2017, 11:34:38 PM
Made a new Geonosis landscape, using zbrush models for the spires.

cool, did you see the link I posted for a whole swack of free zbrush, obj, and fbx models

Oh I don't think I've seen it.
Though I don't like using other people's models. Feels like cheating.
This geonosis thing started out as a 3ds max project , but I'm using the free corona renderer(unbiased for the win) but it ha no proper volumetric lighting etc, so ended up using terragen again, nothing beats terragen in ...well terrain generation haha
Title: Re: Martin's landscapes
Post by: Oshyan on October 08, 2017, 05:56:51 AM
I like these spires. You managed a 1920x1080 render?

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on October 08, 2017, 07:40:11 AM
I like these spires. You managed a 1920x1080 render?

- Oshyan
Oh well no, that's a 3ds max render. Just to show how this scene started out as a 3ds max project a few days ago- with my zbrush models, but ended up exporting them to terragen:) I have to upgrade a few software for my job, so I'm not sure I can afford a full version of terragen just for my hobby landscapes in the near future:S
Title: Re: Martin's landscapes
Post by: Oshyan on October 09, 2017, 09:35:35 PM
Ah, I see. Yeah, a shame you aren't able to get a license for Terragen, your work is great and I'd love to see it at higher resolution. But glad you share it regardless. :)

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on December 04, 2017, 07:15:15 AM
Played with terragen again:)
Ended up doing a pre-cambrian Earth again.
Title: Re: Martin's landscapes
Post by: Martin on December 04, 2017, 08:02:12 AM
More.
Title: Re: Martin's landscapes
Post by: Denis Sirenko on December 04, 2017, 10:06:09 AM
Martin, these are wonderful alien landscapes. Thanks for sharing.
Title: Re: Martin's landscapes
Post by: Martin on December 04, 2017, 01:27:05 PM
Thank you!
I made an ancient sponge like life form in zbrush, and used it as a population.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 04, 2017, 02:02:15 PM
Just Fabulous!  ;D
Title: Re: Martin's landscapes
Post by: Oshyan on December 04, 2017, 09:53:32 PM
I continue to be distracted by the semi-random blurring/DoF effect, but these are otherwise excellent scenes. A great mix of other-worldly and believable results, which can be hard to accomplish.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on December 05, 2017, 04:13:27 AM
I just feel I have to counteract the sharpness of terragen's renders.
More variations.
Title: Re: Martin's landscapes
Post by: Martin on December 05, 2017, 11:14:42 AM
The rest of the renders. Been playing with the textures.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 05, 2017, 12:10:50 PM
What beauty! Really outstanding! It is truly like you have an artist's brush on some of those textures, but the detail is even better!
Title: Re: Martin's landscapes
Post by: bobbystahr on December 05, 2017, 03:47:10 PM
I just feel I have to counteract the sharpness of terragen's renders.
More variations.

Have you tried the softer render option?
Title: Re: Martin's landscapes
Post by: Martin on December 06, 2017, 02:36:26 AM
I just feel I have to counteract the sharpness of terragen's renders.
More variations.

Have you tried the softer render option?

What do you mean by "softer render option"?

More renders:
Title: Re: Martin's landscapes
Post by: bobbystahr on December 06, 2017, 03:25:28 AM
I just feel I have to counteract the sharpness of terragen's renders.
More variations.

Have you tried the softer render option?

What do you mean by "softer render option"?

More renders:


In Render on the Filters Tab there's a drop down with Narrow Cubic as the default, maybe try Cubic B-Spline.
Title: Re: Martin's landscapes
Post by: Oshyan on December 06, 2017, 05:18:31 AM
Bobby beat me to it, heh. It's funny too because some people over-*sharpen* their renders. So some people think TG is too soft, but some think it's too sharp. Interesting.

Anyway, furalandnear.jpg is really great, and FURALANDFELHOS.jpg is truly spectacular.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on December 06, 2017, 05:41:01 AM
Bobby beat me to it, heh. It's funny too because some people over-*sharpen* their renders. So some people think TG is too soft, but some think it's too sharp. Interesting.

Anyway, furalandnear.jpg is really great, and FURALANDFELHOS.jpg is truly spectacular.

- Oshyan
I know! I found the old threads about people trying to find ways to sharpen the renders. Obviously it's subjective.
I love creating this "picture made by a freshly landed rover on an exoplanet" kind of not too sharp, kind of natural images.

I'll try the other aa algorithms after the current render finishes. These last few ones took more than 7 hours.
I made two volcano renders yesterday, sadly it didn't turn out as good as I imagined so that's that.
Title: Re: Martin's landscapes
Post by: bobbystahr on December 06, 2017, 05:57:47 AM
Like those volcanos, have you tried using the Classic Erosion masks for lava flow?
Title: Re: Martin's landscapes
Post by: Martin on December 06, 2017, 06:14:26 AM
Like those volcanos, have you tried using the Classic Erosion masks for lava flow?
I wanted more control this time, so I used only the hand painted shader. But the whole thing ended up less interesting as I planned so I don't think I will work on it any further.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 06, 2017, 11:37:30 AM
I was thinking you had another lava series, it must not be in this post. Do you have a showcase gallery? As always great stuff!
Title: Re: Martin's landscapes
Post by: Martin on December 06, 2017, 11:45:48 AM
I was thinking you had another lava series, it must not be in this post. Do you have a showcase gallery? As always great stuff!
I made several lava themed pictures, but those only had lava lakes etc, not a volcano with lava fountains etc.
I have many pictures posted on my artstation, but not all, as I made several hundred tg renders these past few years:S
Title: Re: Martin's landscapes
Post by: Martin on December 06, 2017, 11:55:11 AM
More renders.
I made a new alien structure in zbrush, and tried the softer render option, I like it:)
Title: Re: Martin's landscapes
Post by: bobbystahr on December 06, 2017, 02:02:18 PM
More renders.
I made a new alien structure in zbrush, and tried the softer render option, I like it:)

Very nice, happy that was useful info...cool renders...again.
Title: Re: Martin's landscapes
Post by: Martin on December 07, 2017, 03:33:19 AM
So I made that alien structure bigger. Then bigger. Then even bigger.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 07, 2017, 12:14:48 PM
May I borrow your crayons! WOW!
Title: Re: Martin's landscapes
Post by: Martin on December 08, 2017, 04:39:19 AM
Planetary ring, retro style
Title: Re: Martin's landscapes
Post by: Martin on December 08, 2017, 03:46:36 PM
More planetary ring and giant alien structure renders.:)
Title: Re: Martin's landscapes
Post by: Martin on December 09, 2017, 04:34:04 PM
I realised that the orbital ring is kind of low poly upclose, so I remade the whole panelling. Added solar panels, details, new textures etc.
Title: Re: Martin's landscapes
Post by: bobbystahr on December 09, 2017, 08:27:59 PM
wow
Title: Re: Martin's landscapes
Post by: Martin on December 10, 2017, 06:30:07 AM
The new renders are not finished yet, but here's some from two days ago with the old model.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 10, 2017, 11:32:47 AM
We watch in awe...awwww that's cool!
Title: Re: Martin's landscapes
Post by: bobbystahr on December 10, 2017, 04:52:18 PM
The new renders are not finished yet, but here's some from two days ago with the old model.

Very cool stuff....you may also be interested in cyphyr's experiments with Ring Worlds...a bit of a different approach but wild as well it's Reply#4 in this thread;
http://www.planetside.co.uk/forums/index.php/topic,13517.msg133229.html#msg133229
Title: Re: Martin's landscapes
Post by: Martin on December 10, 2017, 05:30:22 PM
The new renders are not finished yet, but here's some from two days ago with the old model.

Very cool stuff....you may also be interested in cyphyr's experiments with Ring Worlds...a bit of a different approach but wild as well it's Reply#4 in this thread;
http://www.planetside.co.uk/forums/index.php/topic,13517.msg133229.html#msg133229
Ah ringworld with the internal terragen nodenetwork. Interesting.Might be a good idea to think about making a proper Arthur C. Clark type of ringworld with fields and forests.


I've been
 experimenting with different main stars and compositions.
Title: Re: Martin's landscapes
Post by: Martin on December 29, 2017, 11:53:25 PM
Surprise ! More rocks. :)
Unfortunately I caught the flu earlier this month and I'm still sick.(caught a cold as well while my immune system was still week eh)
But at least I managed to play a bit in terragen.
Title: Re: Martin's landscapes
Post by: bobbystahr on December 30, 2017, 12:54:38 AM
Sorry to hear that, it's going around though and I don't socialize much so haven't caught it....yet. I like the top render the best personally but they're all very interesting.
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 30, 2017, 01:01:41 AM
Hope you kick that soon! Never a good time.
I prefer the third one, but all are again awesome. Tricky clouds. :)
Title: Re: Martin's landscapes
Post by: Martin on December 30, 2017, 06:47:15 PM
I'm converting the existing renders to jpeg so I can post them here. I have a few dozen new:)
Title: Re: Martin's landscapes
Post by: Oshyan on December 31, 2017, 12:55:34 AM
Sorry to hear you got sick, but awesome renders as ever! Especially great rock formations and texture.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on December 31, 2017, 12:33:10 PM
Sorry to hear you got sick, but awesome renders as ever! Especially great rock formations and texture.

- Oshyan

Thanks!:) I just love experimenting with rocks.
More orbital ring renders!
Title: Re: Martin's landscapes
Post by: luvsmuzik on December 31, 2017, 07:58:16 PM
You are spoiling us, but we do not care. Great stuff!
Title: Re: Martin's landscapes
Post by: Martin on January 01, 2018, 02:49:07 PM
You are spoiling us, but we do not care. Great stuff!
hehe
Finally I'm healthy enough to post pictures. These are all from early last month.
Title: Re: Martin's landscapes
Post by: bobbystahr on January 03, 2018, 11:14:37 PM
Uh, WOW...these are all really good and a couple spectacular...well done for a sicko heh heh
Title: Re: Martin's landscapes
Post by: Martin on January 07, 2018, 07:50:36 PM
The last few from last month
Title: Re: Martin's landscapes
Post by: Oshyan on January 07, 2018, 11:17:46 PM
Wow, that sunset shot is gorgeous sunsetes.jpg

- Oshyan
Title: Re: Martin's landscapes
Post by: bobbystahr on January 08, 2018, 04:04:30 AM
Agree with Oshyan, the sunset scene is top notch!
Title: Re: Martin's landscapes
Post by: ajcgi on January 08, 2018, 02:00:10 PM
Is the orbital ring model actually in your scene?
[edit] or comped in after I should ask.
Title: Re: Martin's landscapes
Post by: Martin on January 08, 2018, 05:45:17 PM
Is the orbital ring model actually in your scene?
[edit] or comped in after I should ask.
It is in the scene. It's a huge modular model I made in 3ds max, and imported in tg as an obj. I scaled it up to a realistic size( so it would circle the planet)
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 08, 2018, 06:00:09 PM
That is so cool! I was thinking somehow you were projecting this into the background. Now I see it was the thinner projections for communications and data.  Great stuff!
Title: Re: Martin's landscapes
Post by: Martin on January 09, 2018, 03:46:56 AM
A few older renders.
Title: Re: Martin's landscapes
Post by: Martin on January 09, 2018, 10:49:03 PM
mountains, and some renders from my old "English countryside" scene.
Title: Re: Martin's landscapes
Post by: Martin on January 10, 2018, 07:20:27 AM
Glowing orb and mountains
Title: Re: Martin's landscapes
Post by: Kadri on January 10, 2018, 09:10:50 AM

Nice work.
Do you work on 5 computers at the same time or so?  :)
Title: Re: Martin's landscapes
Post by: Martin on January 10, 2018, 05:33:58 PM

Nice work.
Do work on 5 computers at the same time or so?  :)

Thank you:)
I leave my computer to render at night, or when I'm working in photoshop so I don't need much cpu power.So I can make a couple of renders everyday, I just can't get bored with terragen:)
Title: Re: Martin's landscapes
Post by: Martin on January 11, 2018, 05:11:19 AM
Revisiting the grassland scene
(updated)
Title: Re: Martin's landscapes
Post by: Kadri on January 11, 2018, 03:14:13 PM

Nice work.
Do you work on 5 computers at the same time or so?  :)

Thank you:)
I leave my computer to render at night, or when I'm working in photoshop so I don't need much cpu power.So I can make a couple of renders everyday, I just can't get bored with terragen:)

:)
Title: Re: Martin's landscapes
Post by: Martin on January 11, 2018, 09:14:04 PM
First picture: I put the sun just behind the neighbouring planet's atmosphere, then I got this purplish coloured eclipse:)
Second picture: TG is good at simulating the Martian sunset(bluish sun because the different atmospheric light scattering
Third: Fisheye planet! Sadly there's a maximum fov,so the sides are not quite there.
Fourth : eclipse from the other side of the Planet-moon
Fifth: a crop of the previous image -I like the composition
Title: Re: Martin's landscapes
Post by: Martin on January 12, 2018, 06:02:05 PM
renders from Yesterday
Title: Re: Martin's landscapes
Post by: Martin on January 13, 2018, 10:28:28 PM
Moon on the mountain
Title: Re: Martin's landscapes
Post by: masonspappy on January 13, 2018, 10:34:26 PM
I'm leaning particularly toward neweclipse.jpg posted on 1/11. Love the midground mist lighting.
Title: Re: Martin's landscapes
Post by: Martin on January 13, 2018, 10:58:31 PM
I'm leaning particularly toward neweclipse.jpg posted on 1/11. Love the midground mist lighting.

Glad you like it:) I liked how it came out- I love experimenting with lights and eclipses, but I noticed people are not that interested in darker renders.
Title: Re: Martin's landscapes
Post by: Martin on January 14, 2018, 04:10:40 AM
More renders form the last few days
Title: Re: Martin's landscapes
Post by: ajcgi on January 15, 2018, 10:12:41 AM
There's a beautiful oil painting feel in some of these. Really lovely painterly stuff!
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 15, 2018, 11:24:19 AM
Again, top notch!! :)
Title: Re: Martin's landscapes
Post by: Martin on January 16, 2018, 12:10:11 AM
There's a beautiful oil painting feel in some of these. Really lovely painterly stuff!
Sometimes terragen renders too much detail, it can be a bit distracting, so sometimes I just dampen the sharpness on certain-out of focus -parts of the picture:)
Title: Re: Martin's landscapes
Post by: Martin on January 16, 2018, 12:11:08 AM
Again, top notch!! :)
Thank you: ) terragen is just an Amazing software
Title: Re: Martin's landscapes
Post by: Martin on January 16, 2018, 12:14:03 AM
 A picture inspired by the End of evangelion movie(best surreal apocalyptic movie IMO)Also, I've been experimenting with the Danil erosion filter:)
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 16, 2018, 11:19:51 AM
Strikingly beautiful and eerie and the same time. Fourth image shader most impressive!
Title: Re: Martin's landscapes
Post by: Martin on January 16, 2018, 01:13:32 PM
Strikingly beautiful and eerie and the same time. Fourth image shader most impressive!
Thank you! I should really model a modular moon base thingy, and an astronaut, it would be a nice focus point in these desolate landscapes.
Title: Re: Martin's landscapes
Post by: Martin on January 17, 2018, 02:01:17 AM
Iceland inspired volcano fields
Title: Re: Martin's landscapes
Post by: Martin on January 17, 2018, 02:39:19 PM
Tweaked my ground shader,and cliff displacement shaders.
Title: Re: Martin's landscapes
Post by: Martin on January 18, 2018, 06:37:26 AM
Adding my cliff displacement to the the erosion function gives really nice results.
I quickly put together a planetary base from the previous space station -orbital ring modules.
Also ,you can spot a hovering UFO on some of the pictures:)
(listening to the original Alien soundtrack, gave me the retro sci-fi mood again:) )
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 18, 2018, 11:21:08 AM
This stuff looks much better in color......haha I don't even see a nylon string suspending your UFO
Great stuff!
Title: Re: Martin's landscapes
Post by: Martin on January 19, 2018, 02:53:29 AM
This stuff looks much better in color......haha I don't even see a nylon string suspending your UFO
Great stuff!
though it's actually not a bad idea to put a nylon string there, just for the authenticity XD

Another UFO render, a giant sinkhole with erosion, and some random forested-grassy desert scene(I thought it has a nice contrast-)
I don't want to spam my thread , but I have two dozen new renders.
Title: Re: Martin's landscapes
Post by: Martin on January 19, 2018, 09:33:44 AM
renders
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 19, 2018, 12:15:25 PM
Most impressive purple hazy sky...atmo or image? Excellent stuff again!
Title: Re: Martin's landscapes
Post by: Martin on January 19, 2018, 12:24:41 PM
Most impressive purple hazy sky...atmo or image? Excellent stuff again!
Image? Like an image as a background? It's just some reddish haze and purplish atmosphere:)
Title: Re: Martin's landscapes
Post by: Martin on January 20, 2018, 09:01:23 AM
Next batch
Title: Re: Martin's landscapes
Post by: Martin on January 21, 2018, 12:09:07 PM
27 km tall mountain peak.
the 80 km version is waiting to be rendered: )
Title: Re: Martin's landscapes
Post by: KlausK on January 21, 2018, 12:40:27 PM
Geeze. It`s hard to keep up with your pace and quality ;) Some very neat stuff here.
Cheers, Klaus.
Title: Re: Martin's landscapes
Post by: Martin on January 21, 2018, 01:15:11 PM
Geeze. It`s hard to keep up with your pace and quality ;) Some very neat stuff here.
Cheers, Klaus.
Oh Thank you:) I have a hard time keeping up with posting all the renders haha
Title: Re: Martin's landscapes
Post by: Martin on January 21, 2018, 01:19:46 PM
I encountered an odd problem, seems like a few of my new tgd files are corrupted. When I open them I get the "parse error  line at 12075, invalid toked" or something. And the connections in the editor are all messed up-is there a specific reason for this kind of error?
Title: Re: Martin's landscapes
Post by: Oshyan on January 22, 2018, 01:53:51 AM
Ahh, you produce an overwhelming amount of new work all the time! And so much of it is very good. You need to get the full version so you can render at higher resolution and it will slow you down enough that others can keep up better. ;)

One question I had. In the image osfold erosion.jpg, there appear to be heavy JPG artifacts, from bad compression. Yet the file size is almost 1MB. Do you know why this is? Other images don't seem to show this. Maybe an image accidentally saved twice as JPG during editing? What do you use to export to JPG?

Regarding the parse error: this usually happens when you have a non-English character in a file or path name. Open the .tgd in a text editor and see if you can find like 12,075 and see what's there...

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on January 22, 2018, 02:11:17 AM
Ahh, you produce an overwhelming amount of new work all the time! And so much of it is very good. You need to get the full version so you can render at higher resolution and it will slow you down enough that others can keep up better. ;)

One question I had. In the image osfold erosion.jpg, there appear to be heavy JPG artifacts, from bad compression. Yet the file size is almost 1MB. Do you know why this is? Other images don't seem to show this. Maybe an image accidentally saved twice as JPG during editing? What do you use to export to JPG?

Regarding the parse error: this usually happens when you have a non-English character in a file or path name. Open the .tgd in a text editor and see if you can find like 12,075 and see what's there...

- Oshyan

Thank you:) Yeah, I desperately need the full version, I'm planning on getting it in the future.
The artifacts, I knew it will look like that but actually it's just grain and a smooth filter added in post. (I felt that the sharpness of the small details was a bit distracting so I used a smooth filter in photoshop)

The parse error happened again, with just one file, every time I go back to a working version and save different versions it gets corrupted. The non-English character was a possible explanation but I saved it to the same folder as the others. And the other 1440 tgd file works properly(damn I have a lot of files there)
Title: Re: Martin's landscapes
Post by: Martin on January 22, 2018, 02:21:50 AM
Managed to render it yesterday though(the file is messed up now after saving)
A little horror scene : )
Title: Re: Martin's landscapes
Post by: Oshyan on January 23, 2018, 01:36:17 AM
Can you paste in the exact text that shows up in the line it indicates the error occurs on?

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on January 23, 2018, 08:54:51 AM
Can you paste in the exact text that shows up in the line it indicates the error occurs on?

- Oshyan
Last time it was

"Parse error line at 12393: not well-formed(invalid token)"
Title: Re: Martin's landscapes
Post by: Martin on January 23, 2018, 08:56:52 AM
Hundred mile tall mountain-and just for fun-a hundred mile deep hole.
Title: Re: Martin's landscapes
Post by: Martin on January 23, 2018, 12:27:58 PM
Is it possible to illuminate the scene with a background texture? I remember I've done that before, but I could be mistaken .Made a scene with procedural aurora borealis but I can't get it to affect the terrain.
Title: Re: Martin's landscapes
Post by: Martin on January 23, 2018, 03:37:02 PM
New cliffs
And a top view of the mountain(above the atmosphere)
Title: Re: Martin's landscapes
Post by: Martin on January 24, 2018, 12:10:04 PM
Well then.
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 24, 2018, 03:51:54 PM
Super!
I see you got your aurora! I didn't have a clue about terrain hues except maybe limiting sunlight to atmosphere or objects. Probably low elevation and strength, but really guessing. Sometimes a faint translucency on object parts shaders can do a trick too.
Title: Re: Martin's landscapes
Post by: Martin on January 24, 2018, 05:20:54 PM
Super!
I see you got your aurora! I didn't have a clue about terrain hues except maybe limiting sunlight to atmosphere or objects. Probably low elevation and strength, but really guessing. Sometimes a faint translucency on object parts shaders can do a trick too.
hmm, what do you mean by elevation? It's a background shader.Anyway it doesn't seem to work sadly.Could be my fault, because I remember reading about it on a thread somewhere.

Worked on the lake night scene. The texture is procedural,plus a texture map with x y z projection.
Also forgot one  mountain render.
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 24, 2018, 06:12:34 PM
You probably read this
http://www.planetside.co.uk/forums/index.php/topic,23932.msg241768.html#msg241768
Oshyan is speaking about making planets and using a background image for lighting with setting a luminance and ultra high GI (not recommended at this time)
 

Elevation of the sun....in ref to horizon...(hears you smack your forehead) You can also lower the atmo (and/or use a second atmo) ceiling height so it affects more ground level
new to jpg looks good for lighting
Title: Re: Martin's landscapes
Post by: Martin on January 24, 2018, 06:31:22 PM
You probably read this
http://www.planetside.co.uk/forums/index.php/topic,23932.msg241768.html#msg241768
Oshyan is speaking about making planets and using a background image for lighting with setting a luminance and ultra high GI (not recommended at this time)
 

Elevation of the sun....in ref to horizon...(hears you smack your forehead) You can also lower the atmo (and/or use a second atmo) ceiling height so it affects more ground level
new to jpg looks good for lighting
aH , I didn't understand why you brought up the sun , did you mean I can try to play with the reflected sunlight from the "background dome"? I use high luminance for the background default shader(procedural stars and aurora) And I made test renders with high GI and ultrahigh luminance but nothing sadly.
Title: Re: Martin's landscapes
Post by: Oshyan on January 24, 2018, 10:41:59 PM
Can you paste in the exact text that shows up in the line it indicates the error occurs on?

- Oshyan
Last time it was

"Parse error line at 12393: not well-formed(invalid token)"

I think you have misunderstood. I do not mean "what was the exact error message". I mean to *follow* the error message, open the .tgd in a text editor and look at the line of text that is indicated and see what is there. It is trying to tell you exactly where the problem is so you can maybe figure it out by looking at it. You will of course need a decent text editor for this that shows line numbers, or better yet, can take you to or search for a specific line #. I use Notepad++ (Windows), which I quite like, but there are many other options that people prefer.

Using a background image for lighting, "Image Based Lighting" (IBL), doesn't always work very well in Terragen due to approximations in the GI calculation for performance reasons. But any real scene element such as aurora should light things up if it has luminosity.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 12:19:25 PM
Can you paste in the exact text that shows up in the line it indicates the error occurs on?

- Oshyan
Last time it was

"Parse error line at 12393: not well-formed(invalid token)"

I think you have misunderstood. I do not mean "what was the exact error message". I mean to *follow* the error message, open the .tgd in a text editor and look at the line of text that is indicated and see what is there. It is trying to tell you exactly where the problem is so you can maybe figure it out by looking at it. You will of course need a decent text editor for this that shows line numbers, or better yet, can take you to or search for a specific line #. I use Notepad++ (Windows), which I quite like, but there are many other options that people prefer.

Using a background image for lighting, "Image Based Lighting" (IBL), doesn't always work very well in Terragen due to approximations in the GI calculation for performance reasons. But any real scene element such as aurora should light things up if it has luminosity.

- Oshyan

I'm sorry, you're right, I didn't read your message properly.
I had to install Notepad++ because to be honest I'm only doing the art side of things, and pretty much a noob when it comes to the technical part.
name = "fullbody alien scul굯 6_1.OBJ" Looks like one of the imported obj s were the problem.Turns out there was a Hungarian letter there -a typo) (also strangely I could render this obj in another scene afterwards)
By the way, the aurora is just a background shader-a powerfractal and warp shader merged ,just like the stars, with luminosity. Not sure if that's a "scene element".
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 12:58:45 PM
Alpine meadows.
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 02:14:06 PM
second batch of alpine renders. So some amazing French alps photos, I just had to make some mountain meadows in terragen:)
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 26, 2018, 02:49:35 PM
These are nice! Great sense of scale on alkpin....nice path...do we have a little checkpoint down there in the valley?
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 08:38:45 PM
These are nice! Great sense of scale on alkpin....nice path...do we have a little checkpoint down there in the valley?

I use the daniil erosion node, the flow masks are incredibly useful, for generating paths etc:)
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 08:40:39 PM
Another alpine render and more UFO desert pictures.
Title: Re: Martin's landscapes
Post by: Oshyan on January 26, 2018, 08:40:58 PM
For files that have non-English characters in the name, you can usually load and render with them, the problem happens when you try to save and then re-load the project.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on January 26, 2018, 08:46:03 PM
For files that have non-English characters in the name, you can usually load and render with them, the problem happens when you try to save and then re-load the project.

- Oshyan

Yes, just realised that after I wrote that reply. Anyway, glad I know the problem now,I'll be careful naming my models:)
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 08:04:17 AM
Eroded rocks.
Title: Re: Martin's landscapes
Post by: archonforest on January 27, 2018, 10:12:09 AM
wow freaking cool stuff!!
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 10:31:04 AM
wow freaking cool stuff!!
Haha, thanks man^^
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 03:00:11 PM
Procedural nebula
Title: Re: Martin's landscapes
Post by: Tangled-Universe on January 27, 2018, 03:28:04 PM
I really like the structures in the 'new rockformations' and 'noaht uforock' :)
Interesting image title by the way :P
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 03:35:40 PM
I really like the structures in the 'new rockformations' and 'noaht uforock' :)
Interesting image title by the way :P
Ugh yeah, I can't really come up with new titles anymore. So I kind of hit the keyboard and that's itX D
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 05:32:48 PM
Surprise surprise, another alien planet scene. Porous rock, alien plants, etc.
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 27, 2018, 05:50:34 PM
Oh, too cool!
Title: Re: Martin's landscapes
Post by: Martin on January 27, 2018, 07:49:31 PM
Looks like I forgot to post some of my previous renders.
Title: Re: Martin's landscapes
Post by: Martin on January 28, 2018, 09:11:06 AM
New clouds. Also made a new spaceship so ...I can put it into the clouds:)
Title: Re: Martin's landscapes
Post by: Oshyan on January 28, 2018, 08:48:36 PM
I really like the "pockmarked" (eroded) effect in some of the latest rock renders.

- Oshyan
Title: Re: Martin's landscapes
Post by: Martin on January 28, 2018, 09:11:29 PM
I really like the "pockmarked" (eroded) effect in some of the latest rock renders.

- Oshyan

Thank you, it was a random idea, and I tried to use it before but it really worked in this case. I'll keep using the saved displacement nodes :)
Title: Re: Martin's landscapes
Post by: Martin on January 29, 2018, 11:28:29 AM
Desert rocks with clouds and trees. Waiting for the new cliff and sea renders.
Title: Re: Martin's landscapes
Post by: ajcgi on January 29, 2018, 11:56:21 AM
Loving the UFOs. Cliffs are rather lovely too.  8)
Title: Re: Martin's landscapes
Post by: Martin on January 29, 2018, 12:53:12 PM
Loving the UFOs. Cliffs are rather lovely too.  8)

Learnt it from the big renaissance landscape painters- every landscape needs a big ass UFO
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 29, 2018, 12:54:27 PM
Don't know how you do that, but great detail displacing in strata!  :)
Don't go cuttin' off yer ear now...Oh, that's another style ;D ^^^^
Title: Re: Martin's landscapes
Post by: Martin on January 29, 2018, 05:08:28 PM
Don't know how you do that, but great detail displacing in strata!  :)
Don't go cuttin' off yer ear now...Oh, that's another style ;D ^^^^
nah, close enough, I'm pretty sure Van Ghog's starry night painting is about an alien abductionXD
Title: Re: Martin's landscapes
Post by: Martin on January 29, 2018, 06:28:39 PM
Obelisk park
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 29, 2018, 06:34:31 PM
speechless
Title: Re: Martin's landscapes
Post by: Martin on January 30, 2018, 10:54:03 AM
Well, This scene needs more work. Looks like a game screenshot for some reason...
Title: Re: Martin's landscapes
Post by: luvsmuzik on January 30, 2018, 12:50:03 PM
All great procedural textures, but break up obelisks from rock formations? incredible textures all :)
Title: Re: Martin's landscapes
Post by: Martin on January 30, 2018, 10:10:50 PM
Look, a Spacebase
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 01:01:03 AM
These are so cool!
Title: Re: Martin's landscapes
Post by: Martin on February 01, 2018, 12:26:15 PM
Odd , some of the population objects are not affected by direct lighting. What can cause this?
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 12:48:08 PM
My first guess would be angle and elevation of sun. You have it directly opposite rockface, correct? You might need second sun, w/o shadows and low intensity for better light.

Is that one pop of transmitter/receivers or two?
May have to do with subdivision cache, but that stuff is a mystery to me.
Title: Re: Martin's landscapes
Post by: Martin on February 01, 2018, 12:54:34 PM
My first guess would be angle and elevation of sun. You have it directly opposite rockface, correct? You might need second sun, w/o shadows and low intensity for better light.

Is that one pop of transmitter/receivers or two?
No, it's a bug for sure, the sun is directly above the landscape (85 degrees) And as you can see two population members right next to each other have different lighting, one is fully illuminated, the other is only with indirect lighting.There's nothing to cast shadows on them.  Never seen anything like this.

The transmitters are another population.
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 12:57:29 PM
Might have to do with subdivision cache if you have rechecked all your texture shaders on object.
Title: Re: Martin's landscapes
Post by: Martin on February 01, 2018, 12:59:10 PM
Might have to do with subdivision cache if you have rechecked all your texture shaders on object.
I'll have to check, could be a memory problem(?)
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 01:00:10 PM
Perhaps...how is the unit meter usage?
Title: Re: Martin's landscapes
Post by: Martin on February 01, 2018, 01:00:41 PM
Made a mine, and some heavily eroded pyramids from the far future btw
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 01:05:24 PM
COOL!
Title: Re: Martin's landscapes
Post by: Hannes on February 01, 2018, 04:09:44 PM
Stunning!!!!
Title: Re: Martin's landscapes
Post by: Matt on February 01, 2018, 07:24:38 PM
No, it's a bug for sure, the sun is directly above the landscape (85 degrees) And as you can see two population members right next to each other have different lighting, one is fully illuminated, the other is only with indirect lighting.There's nothing to cast shadows on them.  Never seen anything like this.

Do you have displacement on these objects? If so, it's probably the same problem as in this thread:

http://www.planetside.co.uk/forums/index.php/topic,20213.msg200683.html#msg200683

If you have negative displacement on the object, it goes dark because the shadows are cast from the non-displaced object. This is because the ray tracer (which is used for shadows) doesn't support displacement on imported objects yet. It requires a big change to the renderer to support this, but it is on the roadmap for the future.

You can usually solve this by adjusting any offsets you have in your displacement shaders.

Matt
Title: Re: Martin's landscapes
Post by: Martin on February 01, 2018, 07:33:15 PM
No, it's a bug for sure, the sun is directly above the landscape (85 degrees) And as you can see two population members right next to each other have different lighting, one is fully illuminated, the other is only with indirect lighting.There's nothing to cast shadows on them.  Never seen anything like this.

Do you have displacement on these objects? If so, it's probably the same problem as in this thread:

http://www.planetside.co.uk/forums/index.php/topic,20213.msg200683.html#msg200683

If you have negative displacement on the object, it goes dark because the shadows are cast from the non-displaced object. This is because the ray tracer (which is used for shadows) doesn't support displacement on imported objects yet. It requires a big change to the renderer to support this, but it is on the roadmap for the future.

You can usually solve this by adjusting any offsets you have in your displacement shaders.

Matt
Thanks for the tip, sadly no displacement on those objects, so the problem must be something else.I'll try to make a test render in another scene with the same obj population, to see if something's wrong with the model itself(I made it in 3ds max)
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 01, 2018, 09:16:46 PM
maybe recalculate normals
Title: Re: Martin's landscapes
Post by: Oshyan on February 02, 2018, 04:28:25 AM
maybe recalculate normals

Agreed, that was my first thought - either normals or some other modelling-related issue, e.g. quads, etc.

I don't know what it would have to do with the subdiv cache? What did you have in mind there??

- Oshyan
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 02, 2018, 12:17:18 PM
maybe recalculate normals

Agreed, that was my first thought - either normals or some other modelling-related issue, e.g. quads, etc.

I don't know what it would have to do with the subdiv cache? What did you have in mind there??

- Oshyan

I only had in mind that it is an option that can be over-ridden. I did not know if this meant....hey you got a lot of stuff in that setup and my memory is not that great.....(my computer is speaking)....and Terragen might crash if you do not do something....

Ha! It was just a thought, since as you know my other unit was just a 4Gig that used to blackout once in awhile.
Title: Re: Martin's landscapes
Post by: Martin on February 02, 2018, 04:06:57 PM
It's not that important anyway, I'm experimenting with the erosion shader again.
Title: Re: Martin's landscapes
Post by: bobbystahr on February 02, 2018, 10:54:06 PM
And with lovely results...carry on heh heh heh
Title: Re: Martin's landscapes
Post by: Martin on February 02, 2018, 11:48:58 PM
everyone's favourite: the Hadean era : )
Title: Re: Martin's landscapes
Post by: Martin on February 03, 2018, 04:26:08 PM
more Hadean land
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 03, 2018, 06:38:43 PM
This stuff is so awesome!
Title: Re: Martin's landscapes
Post by: bobbystahr on February 04, 2018, 03:11:32 PM
Agree to awesome...very sci fi in the latest batch.
Title: Re: Martin's landscapes
Post by: Martin on February 04, 2018, 06:06:55 PM
Thank you! More scifi pics:)
I realised that the lava model I made works as a water geyser.
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 04, 2018, 08:56:43 PM
Very nice, but you are sending me back to statue land.....I really like to experiment with water stuff too. :)
Title: Re: Martin's landscapes
Post by: Martin on February 06, 2018, 12:42:25 AM
I love the way terragen handles procedural materials, but not sure if it's worth the hassle to put together a scene this close to the camera. NO mountains or anything on this image.
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 06, 2018, 11:50:15 AM
To me, that type of close up shows the diversity of Terragen. With your textures you exaggerate erosion and color very well. Vegetation looks very nice despite the fog, haha...
Keep 'em comin...
Title: Re: Martin's landscapes
Post by: Martin on February 06, 2018, 03:55:58 PM
Well it's still work in progress, I work on it in my freetime. I've made several more assets, but they're not exported yet etc.
Title: Re: Martin's landscapes
Post by: bobbystahr on February 07, 2018, 12:50:02 AM
Well it's still work in progress, I work on it in my freetime. I've made several more assets, but they're not exported yet etc.

Lovely. Bobby Like!
Title: Re: Martin's landscapes
Post by: luvsmuzik on February 07, 2018, 02:30:31 AM
Need a mountain, smarty....
Very nice! :)