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91
I don't know why the language setting and different decimal setup would affect UI performance. We have lots of users on non-English OSs, too, and no other major reports of this.

- Oshyan
92
Terragen Support / Re: 140hour Renders on Terragen 3 with GTX750 2GB and 8Core AMD
« Last post by Oshyan on December 12, 2017, 09:59:06 PM »
It's hard to be sure without seeing the details of your scenes and how much memory they would use in an unconstrained environment, but my very first guess as to why you are sometimes (but not always) seeing crazy render times is due to having only 8gb of RAM. Terragen 4 in particular uses more memory than Terragen 3 to render objects and the new "v3" clouds. This produces both higher quality and faster results (faster in the case of objects), but it does need more memory to work. The problem then with having 4-5 cloud layers and big populations (even if they are "sparse") is you're using a lot of memory and eventually you start to swap to disk. You *never* want to use swap space on disk (even with an SSD) when rendering, it is far too slow and will cause a dramatic increase in render time.

So my recommendation would be to upgrade the RAM on both machines if at all possible. RAM is still fairly cheap and 16GB will get you a lot further with large scene rendering than 8GB.

If you want us to run some tests on your scenes to see if there is anything unusual going on, or any way to optimize your settings for faster render, feel free to send them to support AT planetside.co.uk

- Oshyan
93
Image Sharing / Re: Spot on! Light objects - my go at visible lights
« Last post by N-drju on December 12, 2017, 08:15:46 PM »
Well, I'm not entirely proud of it, because, as I said, the render time increased considerably with quadrupled sun. :-\ Completely different behavior from what Klaus achieved.

I think there is no significant change in the bluesky, because the light is simply equally shared between all light sources. :)

For example, if your planned light strength is 4.5 and you want to get smoother god rays, all you need to do is to create, say, five suns with light strength 0.9 each. The overall brightness effect will equal your planned 4.5, but the shadow / light ray sharpness will gain. :)

Hm, for now however, I can't seem to reproduce Klaus' achievement of having same render time for increasing number of light sources.
94
Image Sharing / Re: My student license is almost up, here's today's render!
« Last post by otakar on December 12, 2017, 07:52:51 PM »
Nice! Just the minor issues as mentioned (trees in water).  Keep posting.
95
Terragen Animation / Re: TG4 Creative sunset
« Last post by luvsmuzik on December 12, 2017, 07:32:54 PM »
Here is another easy one, WIP as my new power really shows some polygon problems..looks like a vertex or three may have to be pinched a little on the barn roof.
I have soft shadows, but wonder about the shadow flicker in background trees? Is that from the reflective snow on the trees?

This one was easy, two frame animation repeat copy paste. I am still working on a good walking sequence, but it is getting there.
Frame 1 of 2 shown below.

https://youtu.be/Xqw2Kioahko
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Image Sharing / Re: Spot on! Light objects - my go at visible lights
« Last post by luvsmuzik on December 12, 2017, 07:24:03 PM »
Now there is an idea! What did that do to your bluesky color? This will be something fun to try! Thanks for sharing N-drju!
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Image Sharing / Re: Spot on! Light objects - my go at visible lights
« Last post by N-drju on December 12, 2017, 06:27:21 PM »
Well, well... I tried to reproduce your "stack of lights" solution for creating "god rays" and it was successful too! It works the same way - the more suns you have in a scene, the smoother the rays and shadows will be. Here are my attempts:

77718-0

So it indeed looks great. You just need to remember that you have to divide the sunlight power between all sun objects or you'll end up with ever brightening light source (that's why the third image turned out a bit overexposed ;)).

Unfortunately, each added sunlight also adds render time. I don't know why. :-[ In your examples you said that all renders took exactly the same amount of time to complete. I couldn't accomplish it (yet). But maybe what works for the spotlights, does not necessarily have to work for the sunlight(s)?

Anyway, sunlight divided by four gives quite a decent effect and it's well worth the time if you ask me. Your idea is a good solution for the god ray sharpness as well, which also tends to be one of the most problematic features that we struggle against.
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Terragen Discussion / Re: NWDA's 2018 Theme Challenge Participation Poll
« Last post by Danny on December 12, 2017, 05:36:22 PM »
Are we going to be allowed to use other Apps like World Machine to help out with initial terrain forms?  Or plugins like Classic Erosion?

Also, are there different categories (multiple winners) or just one winner in the end?

Not meaning to complicate things, but it might be cool to have a couple categories, so you could have a category for "Pure Terragen" which means no additional 3rd party plugins, or apps like WM, and another category that's "Anything Goes".  Just a thought...

Derek

3rd party terrain generators as well as Daniil's erosion will be allowed. There will not be multiple categories. One challenge. Again detailed rules will be laid out soon.
Cheers
99
Terragen Discussion / Re: NWDA's 2018 Theme Challenge Participation Poll
« Last post by D.A. Bentley on December 12, 2017, 05:02:48 PM »
Are we going to be allowed to use other Apps like World Machine to help out with initial terrain forms?  Or plugins like Classic Erosion?

Also, are there different categories (multiple winners) or just one winner in the end?

Not meaning to complicate things, but it might be cool to have a couple categories, so you could have a category for "Pure Terragen" which means no additional 3rd party plugins, or apps like WM, and another category that's "Anything Goes".  Just a thought...

Derek
100
Terragen Discussion / Re: NWDA's 2018 Theme Challenge Participation Poll
« Last post by Danny on December 12, 2017, 03:45:31 PM »
"I am not in favor of WIP during the contest.
Some people might feel "scared" by some users right at the beginning of the contest just by viewing the wip of some works."


I read that and all I could think is: Life is tough, buy a helmet. It's supposed to be a fun learning experience for everyone, so if you can't handle a friendly competition, how will you handle the real conflict that is constant in adult life. Maybe a snowflake contest next year to accommodate that?

I see some of the stuff here and I think "Wow, I never, ever would have thought of that. Nice work." Not "Give up and run away." I expect to get clobbered by people far more creative than myself here, and I've been in the VFX trade for nearly 20 years.

Photogammetry terrian should be excluded, but I'd say you're free to use imported plants, props, images, all of that as long as the terrain, water and sky are all generated within Terragen's procedural engine. Wisdom comes from experience, and experience comes from bad decisions. Sack up, experiment, and have fun.

Silencer,
  I am not sure how long you have been around the PS forums, maybe you have been lurking for a while or operating under another profile, it doesn't matter either way. If you are new, let me give you a bit of history about these challenges, People have gotten spooked/deterred by WIP's threads and tend not to put in days or weeks of work into a challenge they feel they have no chance of winning. That was the intention of omitting the WIP's. That's it .. No one said anything about people running away from life or any other psychiatric analysis you have written above. I think you are way out in Leftfield with all that however you are entitled to your opinion. I look forward to your involvement once we get going.

As with other NWDA Contests detailed rules will be laid out by NWDA once we kick off. It looks like around January 1st for the official start. (We might start the WIP's a bit earlier)

Thank you for your interest   

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