Martin posted a couple of images showing the difference between the old GI and the new GI here (http://www.planetside.co.uk/forums/index.php/topic,16213.msg158327.html#msg158327).
Not wishing to hijack that thread I thought Oshyans idea of a separate thread makes sense.
In the example below the GI settings have been pushed a "little beyond" realistic but I liked the effect. There are LOTS of detail in the shadows, something we have been hoping for for a long time.
Cheers
Richard
Oh yes!!!
Ok here's mine again...a shameless copy of the original post :)
The new GI method offers more detail in shadows. Left is "old", right is "new".
Before this new method lighting/shadows on vegetation and shadows of displaced terrains were "missed", just to put it simply.
This new method gives more depth to your lighting and shadows, strongly emphasizing the 3D feel of your image and thus makes things feel less flat.
In this specific sample the effect in displaced surfaces is huge. This is rendered at default settings.
Using this new GI makes you think twice on how much displacement you should apply ;)
So what we see here is that previously, for the left image, I overdid the displacement to get the look I wanted.
The new GI method is more accurate and now shows nicely the flaws in my displacement setup.
Next example, if anyone is interested, will show the difference in vegetation.
(http://www.cgscenery.com/wp-content/uploads/2013/06/GI.jpg)
Keep em comng, I'm impressed.
OK, one from me, showing another feature of TG3 ;)
I believe Oshyan mentioned the new Vortex shader. As with everything else it can be animated ...
The vortex shader one is fantastic!
@Richard and Martin
Indeed the result looks like a dramatic increase in detail! Cool:)
I will have to re-render some stuff to see what happens for me. Don't suppose that you saw a restore to defaults button per parameter anyplace in there? if not we really should have that!
@Martin
Yes, I would like to see all of the side-by-sides that you care to show (same for all you testers who want to. Post away!). And for any of the new things you think a side by side would show well, or help to explain.
@Ulco
What happens with strata when you make an arch like the one in your image, or similar to it? If I made an arch just like yours, then added perfectly horizontal strata, would the strata continue to bend with the arch? Or does it follow the arch no mater what?
How easy is it to add a basic arch, is it a single provided node to build off of?
@Richard, again.
How easy was it to add those vortexes? A single node? And if it is a single node how much control do you get with-in just the vortex node?
Can you add as many as you like?
:) :) :) :) :)
I don't think we can say too much as yet, things may change and we are still under the NDA. The Vortex node is simple to use, can be used multiple times and can be modified/controlled/limited the same way any other node can be.
These examples look very promising.
Ulco - which new feature of TG3 is it? I'm too stupid to figure it out myself.
Je testerai bien mon image de circuit, la dessus. 8)
Uhhhh, wow. lol Can't wait to play with this. :-*
@Jochen; I don't think Planetside will blame me if I tell you that the sphere dimensions can be changed ;)
Aaaah! (imagine a lightbulb here)
The shadows and displacement details are quite impressive, not only does the terrain stand out more with a better impression of soil and rocks but the vegetation looks like it belongs more to the scenery as opposed to sticking out in a harsh manner where it all looked to sharp and almost as if it were floating on another layer. I noticed that the shadows seem softer as well without lacking the nice details. Overall, the terrain looks less plastic-like and more dry/matte-like.
@TU - Why do the bushes look fuzzier in the newer render?
Quote from: ChrisC on June 15, 2013, 02:03:17 PM
The shadows and displacement details are quite impressive, not only does the terrain stand out more with a better impression of soil and rocks but the vegetation looks like it belongs more to the scenery as opposed to sticking out in a harsh manner where it all looked to sharp and almost as if it were floating on another layer. I noticed that the shadows seem softer as well without lacking the nice details. Overall, the terrain looks less plastic-like and more dry/matte-like.
and
Quote from: rcallicotte on June 15, 2013, 06:10:45 PM
@TU - Why do the bushes look fuzzier in the newer render?
The one on the right has higher AA values for rendering and thus looks "fuzzier". The idea was to make them look better ;D lol
Also the one on the right uses soft shadows, so Chris that might also be part of the more natural appearance.
All other lighting differences are due to a different GI solution because I can't get the same as 2 years ago from the left one, of course.
Ah, i see. Neat.
These examples look absolutely stunning! I still need to find my way properly around version 2, though :)
Thanks for the explanation, TU.
I'm ready to try it myself. :P
One of the announced features on the Terragen 3 website states:
- Significant performance enhancements for localized cloud rendering...
Here's a simple quick and dirty example, only using default settings, which already shows a 63% cut in rendertime!
In some occassions the speedup can be even much bigger. I'll hope to demonstrate that soon as well.
The difference in lighting is because I couldn't use a GI cache with this new method.
The difference in detail is noticeable, but can be compensated for by upping the cloudfractal's roughness a tiny bit.
As soon as the feature's tech is revealed it will be apparent how and why.
Stay tuned for more...
Ooo hey, nice clouds!
- Oshyan
Excellent! Keep the renders coming guys!
ok here is one of mine ;)
That's a nice and certainly bizarre render Franck ;)
So what TG3 "thing" is it showing specifically?
Ooh likey likey :) Some pretty high GI settings in there :)
How can you tell/see? :)
In my experience anything you render with render detail 0.7 and GI 2 isn't extremely different from using higher GI settings.
Higher GI settings than 2 looks better if you consider integration of objects into the scene, for example, but the effect is very subtle.
However, I can show you 3 versions of my Dutch Landscape (or pretty much any other) scene with GI 2, GI 3 and GI 4 and I'm pretty sure you can't tell which of the 3 uses the highest GI settings. Oshyan and I couldn't at least. It's so subtle :)
I know this one took quite a while to render so you're probably right Richard, quite sure of that actually, but I just don't think you can eyeball it from multiple images, let alone a single one.
Sorry I meant GI Surface details. I'm looking at the bounced (orange-ish) light on the vertical surfaces ...
Yeah could be! :) I don't know!
Fraaaanck??? :D
Quote from: Seth on June 18, 2013, 09:15:12 AM
ok here is one of mine ;)
This one is really cool. Not sure if there is anything specific to Terragen 3 but it's a great render.
The GI is 3/2 and there is no GI surface details ;)
I don't have the TG2 version anymore but it was far less detailed in the shadows area :)
There are three suns in here, one red and two white.
there is no atmosphere and the clouds are far better on the TG3 version than on the TG2's, and they get rendered at least 30% faster.
Quote from: Seth on June 18, 2013, 12:10:52 PM
The GI is 3/2 and there is no GI surface details ;)
I don't have the TG2 version anymore but it was far less detailed in the shadows area :)
This doesn't make sense Franck as the result should be the same.
The GI itself hasn't changed between TG2 and TG3.
I know we can't discuss it in all detail here yet, so if you like we can do it in PM :)
Quote
There are three suns in here, one red and two white.
there is no atmosphere and the clouds are far better on the TG3 version than on the TG2's, and they get rendered at least 30% faster.
Same goes for clouds, unless you used some of the new cloud input ports?
30% faster? :) I suppose you refer to the new method for speeding up localized clouds?
Sorry for all these questions and nagging, but it's important for other people to understand what's going on :)
Please take the detailed discussion to private messaging for now. Nice image though. :D
Thanks,
Oshyan
Great stuff guys!
Really good Franck.
Here's an old test scene with dense vegetation, using the new gi and output passes.
I'm no compositor, but having this flexibility with the new passes is huge.
Chris
Ah I knew it Chris ;D
Great example and great image, still.
Here's another one showing off render elements in action.
It already shows it's power and I even haven't done it entirely correctly because photoshop can't fully handle EXR for all functions.
Cheers,
Martin
:o :o :o :o :o :o
Can't wait.
Do you know of another application, besides photoshop, that can handle the EXR correctly?
Probably Blender's compositor can handle this and that doesn't cost a single buck.
After Effects might be able as well, although that's also Adobe like Photoshop. Haven't finished trying yet.
Nuke definitely can do it.
Probably other "serious" compositing software can handle it as well.
Gimme 'surface direct lighting'.
Thanks for the example images, the render elements freature will be so helpfull.
The waiting is killing me :o
Great Wow! I'd love to test soon!
TU's clouds are awesome and Franck you are a frikkin' genius.
:o - me whistling until I get this app.
Quote from: Tangled-Universe on June 18, 2013, 06:24:37 PM
Probably Blender's compositor can handle this and that doesn't cost a single buck.
After Effects might be able as well, although that's also Adobe like Photoshop. Haven't finished trying yet.
Nuke definitely can do it.
Probably other "serious" compositing software can handle it as well.
Yes, Blender can do this. You can output all these layers from Blender renderer the same way so people post edit it all in the compositor. It can deal with EXR import.
afaik Photoline can do this too, very cheap but capable Photoshop alternative
Vortexes..vortexeeees!!!
Oh how cool those are, great pics!
I love the new GI mode! Gives me perfect shadow lighting in scenes that would have been difficult and would have required post work to make look properly lit, in previous versions.
I pretty much dumped together a quick scene, nothing perfect, but I wanted lots of light and shadow.
(disregard the texture problems on some of the trees, that's just an unfinished model)
And voilĂ , love the lighting that's now out of the box!
Cheers
Frank
I wasent commenting because you guys are not allowed to answer too many questions yet. But this is one good image too many now, and I can't stop my self.
Those images are all super interesting!
freelancah, that looks great! Like a Willy Wonka planet of delicious swirls, in image two. And great sci fi in the rest. ;D
Seth, not sure what you did, but the effect is bizarre and very attractive. For some reason it looks incredibly crisp.
chris_x422, It looks great. I remember the original looked great too. How strong is the difference?
T-U, I hope you will continue to demonstrate the differences as your re-renders finish! These kinds of visuals are very helpful to someone like me.
FrankB, that scene is the beginning of something outstanding! Really hope you post further updates!
Now I am mad I am not a beta tester.
Here is a large comparison from a scene built a couple years back. These are straight output files with no postwork.
*Edit* Can't seem to get the forum to link the image even though it is less than the 5000KB so you can see it here:
http://archer-designs.com/temp/RArcher-GI-Comparison.jpg (http://archer-designs.com/temp/RArcher-GI-Comparison.jpg)
Ryan, are those identical scenes? The differences are huge! Especially the lower right! Wow. :o
^^agreed!
Exciting comparison Ryan!
You're in for a treat with TG3, guys!
p.s This is a 5 minute setup to try the vortex warper.
nice idea!
Damm it Dune I've been trying to do that with blue nodes for years!
Quote from: TheBadger on June 19, 2013, 05:21:44 PM
Seth, not sure what you did, but the effect is bizarre and very attractive. For some reason it looks incredibly crisp.
Yeah, looks really nice!
He wrote that he killed all haze and atmo in his scene. Beside Seth's good surface and fine light setting incl. new GI, this is/was the key i would say/bet.
I think it's everytime all about a well tweaked light/light color/angle setting and reducing of any given standard haze and blue sky values to a possible minimum generally,
depending on your scene and the look you want to achieve of course.
In my short TG life, any given standards of haze, bluesky, sunpower/diameter and whatever else settings, were always a kind of "Black Death" for almost all of my even simple scene's colors, shadows, crispness, horizons, moods etc. till yet.. ;D
I ask myself: Exists a known technique, to push the haze/atmosphere influence backwards in your scene like a kind of distance shader you would use for surface/surface shaders for example!? ???
Does the vortex shader work on water?
Sure does. Quick example.
That's a fascinating story. :)
I wonder if the Vortex shader wil finaly make breaking waves possible ? :o
Ah, nice idea, let's experiment... rotate by X...
Hey guys, I thought I'd share this one, too. My first experiment with using render layer to modify the lighting in post.
It's almost the same scene like the previous one, except that I have denser vegetation now, so that less direct light is hitting the scene. I wanted to try how I can turn a too dark image around with render layers. Now, I am not saying I did it "right" or anything, it's just a first attempt. Clearly, there are lots of post working opportunities using those layers.
Frank
This looks quite amazing! It's almost impossible to create such convincing light situations in the actual version.
However there are some shadow artifacts on some tree trunks. Especially on the larger tree on the left side. Is this improvable by using higher quality settings?
Hi Hannes,
It's in the models, not in the render. Frank used some older unfinished models here (see his post on previous page).
Ah sorry, I missed that! :-[
Having read all the comments. can't wait to get my hands on T3, to see if it will really make me a better person(sorry creator). Love the idea of the layers etc. Should eclipse Vue in one go, from all that's been said. (and I love Vue anyway)
rat.
P.S There's a saying in our house "Routine is a blessedness" Let's hope T3 conforms to this.
@Otakar - Yes, both scenes are identical apart from the one GI change.
That forest scene is really looking nice Frank.
That forest scene with the path is fantastic. Is that Dune's path (from his road pack?).
Thanks all!
The path is just a short painted shader, and its texture is a simple surface layer with some bumpiness. I can share that setup later. It has nothing to do with TG3 as such.
Frank
Another render of an old scene, this time with the new spherical camera. Pay no mind to the floating tree, in the original render it was mostly out of camera with the trunk not visible - the spherical camera makes sure you have to pay attention to those details. :-[
Quote from: RArcher on June 21, 2013, 02:12:06 PM
Another render of an old scene, this time with the new spherical camera. Pay no mind to the floating tree, in the original render it was mostly out of camera with the trunk not visible - the spherical camera makes sure you have to pay attention to those details. :-[
Nice! Now put it into a skybox generator for us to look around! :-)
Ok here's one of my spherical camera tests...
And my latest one on the improved rendering performance for localized clouds...over 4x faster! :o
edit: I know the cloud shading is a bit sucky :)
Another GI comparison.
New GI
[attach=1]
Old GI
[attach=2]
Ha! That new GI stuff makes you think twice in the future about adding displacement! :P
It's more realistic, but pretty unforgiving :D
No problem of course, just need to get used to the new reference of detailed displacements, which basically means you need to tone down the finer details.
I can't believe how big a difference that is. Its just such a huge difference. It creates a completely different look and feel... I like it.
Hehe, yes, quite a difference in this case especially. You could certainly tone down the effect and probably get a better/more pleasing balance, but it illustrates the capability nicely.
- Oshyan
"Ha! That new GI stuff makes you think twice in the future about adding displacement! :P
It's more realistic, but pretty unforgiving :D
No problem of course, just need to get used to the new reference of detailed displacements, which basically means you need to tone down the finer details."
Why what is wrong with strong displacement - rocks are not smooth.
Testing some stuff for a job, TG3.
Lots of very nice things going on here Ulco!
DOF test, rendered at lowish quality just to see what it looks like. I will render this again at higher quality and resolution at a later date. ;D
^^ I would say that, thats nearly a photo now!
Arch.
Quote from: Dune on July 10, 2013, 04:07:47 PM
Arch.
I noticed the seam where the arch meets the ground has been covered. Does it not mesh together well?
It's an object. But I've got more ideas....
Great render Saurav :)
Which grass model did you use specifically?
I suppose the glare is postwork?
Quote from: Saurav on July 10, 2013, 11:12:06 AM
DOF test, rendered at lowish quality just to see what it looks like. I will render this again at higher quality and resolution at a later date. ;D
I see what you mean with lowish quality Saurav ;)
To explain for others: the new DoF gives very good results already with low AA samples and is very robust when using more unusual focal lenghts and apertures.
That Arch is killer looking Dune !
Quote from: Dune on July 10, 2013, 04:07:47 PM
Arch.
Wouldn't it be possible to take the terrain out of Terragen then design the arch around it to bring back into Terragen. That way you could integrate the arch to look more natural.
Martin, you guessed partly right. I did enhance the glare in PS. ;)
The grass model is one of Wallis fresh grass pack.
I guess that's possible, efflux, but with a little extra work, I think an arch can be integrated quite nicely. I've got another one cooking, which is quite astonishing. By the way, this (or another) arch will be a preset in TG3.
EDIT: just finished. No GISD, detail 0.65, AA 6 default, DOF, rendertime 28 mins on an i7.
Wonderful! Is the reindeer lost or is it global warming
It's the Last Reindeer going through the Gate to Infinity.
Wow Ulco, the displacement on the natural bridge is really nice in this one! I am not really in love with the look of the arches I have seen yet. But I remain happy to know that a least it is a easier thing to do now. I'm glad that PS added this. I suspect that once we all have access to T3, then there will be some nice development threads about how to do different kinds of things with the new node. And of course then you testers will be able to finally really answer questions.
You made a very nice texture for that deer! It looks very good here. I can't wait to see your renders with him with the natural poses!!! But I need to remake some antlers! I don't like them at all. I guess in a herd they are fine here. But I need to make some better ones!
Well, the arch is not one node by Planetside, it's a combination of nodes I figured out. And by their request I will add some stuff to the TG3 library. I have to think of some more..... There you go.
oh I see. I was mistaken, nothing new about being wrong though.
And sorry I didn't mention it's your reindeer, Michael. It's great. Still hadn't time to check out the baby.
Here's a render with GISD (2/2, so quite extreme, 1/1 is default).
lol No need Ulco. I was just lamenting that I need to re-do the antlers. Or at least change them. They look to specific to me.
The surface on this arch looks great! I like the texture and the color. The strata on the bottom near the doorway looks like the result of water flow, to me. Ancient water way? I also thing its interesting that the inside of the door looks smoother than the rest of the wall. No idea how you pulled that bit off. Well no idea how you did any of it really ;D
Looks nice man.
GI makes a world of difference in example 2, cool stuff
Nice Arch Ulco!
Here's a shot from another scene I've been using to test gi.
Chris
Nice one. The gashes and cuts in the rock are really great.
Wow Chris, that one looks fantastic!
Really nice canyon!
That's a MOST awesome canyon Chris! Damn!
It doesn't look TG, the rock. But it's great! Love the atmo and the cave, have to try that in TG. Thanks for showing Chris.
Thanks Guys
It's a sculpt exported as vector displacement, with added layers of displacement in tg.
I just wanted to carve something out that would be a good test of the new gi.
Cheers
Chris
Ah! Thanks Chris.
Whats great about this, is you have two options now as a sculptor! 1, the vector, which is awesome. And 2, you can just bring in the entire sculpt as an object. You cant even do that in Maya for gosh sakes :o Additionally once the sculpt is in, you can still work in the shot because the system can take it.
The benefit to bringing in the vector over the object is the smooth blend into the rest of the planet you will get. And it is then a simple mater to add color and displacement with Terragen's usual tools and nodes. Although some member have shown quite nice results of doing similar to an object. (I would encourage Ulco to do a tut on coloring and texturing objects in Terragen! If he ever feels like making a tut, that would be the one I would vote for ;))
@chris_x422
Its a beauty! You got a great result! The pink in the stone brings to mid marble. And the hole is scary. I know there is something terrible down there. It will kill me if it gets the chance >:( But I am going to kill it first!
Hey man. If you have a little writing time, and the image you posted is yours to talk about openly (I mean your personal work) will you please chime in on the thread that centers on your method too. http://www.planetside.co.uk/forums/index.php/topic,16110.0.html the thread is missing your voice.
Cheers.
Really great example Chris.
Really impressed by those rocks.
Thanks guys,
I'll write a little in the other thread, though there's not much to tell to be honest.
Chris
Another TG3 example. Two stone pops for the crosses, and some ivy.
Ah, I see that sun looks horrible as png. I'll make a jpg.
So is that a new feature of the fakestones?
Looks as if it could become faketrees (at least distant ones?)
J
No, you could have done this anytime.
Quote from: Dune on July 10, 2013, 04:07:47 PM
Arch.
Fine arch Ulco. Reminds me of the Navajo Bridge up on the Mogollon Rim of Arizona. Nice work!
Why not add today's result playing with the public release testversion.
Ulco I very like the terrain of "erosion test" !!!
Quote from: Dune on July 15, 2013, 11:29:01 AM
Why not add today's result playing with the public release testversion.
My eyes missed the public release test version, where do you get it?
Don't worry Bob, you didn't miss anything. Ulco's post was just worded a little confusingly. He's talking about the version he's using as an alpha tester, a version of which will eventually become the public version (hopefully that makes sense).
- Oshyan
Thanks Oshyan, I'm patient and can wait with much anticipation.
I'm impressed with the placement of the scree slopes - is that something new totg3 or just you being extra clever as usual? I like the colouring of this one,
Here, I revisited an older scene, with a slight camera change, some fractal re-seeds, and a localised cloud layer for the sand/dust etc, etc... this uses some of improved GI settings in TG3...
:))
cheers
Jason
Here's a simple example of the different noise functions. All settings between scenes are identical apart from the noise type selected.
Now that will be really useful
This of course should have been in Terragen years ago. It's one on my list of wants that can be struck off. Plenty others though. Notice the beautiful structure of the voronoi ridges. That's great for canyon like mountain ranges because it creates much better valleys than perlin. That's one reason why I was using Blender for terrain. Then the cauliflower like voronoi billows. Very nice for rock surfaces. All we need now is a colour gradient so we can have beautiful multicoloured lichen like surfaces. That would be my next top of list of needs. Then curve graph. Better still, a curve graph and colour gradient like the awesome one in Modo.
Hey guys,
Here is a simple(ish) cliff test I did. Testing out the new GI and Voronoi Noise
[attachimg=1]
HQ PNG version
https://www.dropbox.com/s/we1p4s7k2ik88ei/cliffs.png (https://www.dropbox.com/s/we1p4s7k2ik88ei/cliffs.png)
WOW!!!
The New GI
(http://i.imgur.com/yszhJii.png)
so much awesomeness!
---------------------------
Here is another test
[attachimg=1]
HQ PNG version
https://www.dropbox.com/s/y7c37j5updf17ks/Cliffs%202.png (https://www.dropbox.com/s/y7c37j5updf17ks/Cliffs%202.png)
Awesome!!
excellent WB!
:)
Quote from: wetbanana on July 18, 2013, 03:28:54 AM
Hey guys,
Here is a simple(ish) cliff test I did. Testing out the new GI and Voronoi Noise
Is this kind of cliff particularly hard to create?
Quote from: RArcher on July 16, 2013, 04:59:34 PM
Here's a simple example of the different noise functions. All settings between scenes are identical apart from the noise type selected.
Ryan, would really like to see the nodes set-up on these.
As far as the new GI Surface Detail mode goes in my copy of Terragen 3 pre-release, I thought I would like to share some extreme displacements.
Originally a Terragen 2 render but didn't have the time to finish up and render. Having fun with the Merge shader for overhangs can lead to some awesome rock structures like this! Have the the GI Surface Detail slider at max setting along with the Image Prepass setting. As well as minor postwork in Photoshop.
I give you Frozen Wasteland V2. Render time is 3 hours.
Enjoy!
Here is another rock test.
HQ PNG version
https://www.dropbox.com/s/642h1szyjnwgh2b/Grey%20Cliffs.png (https://www.dropbox.com/s/642h1szyjnwgh2b/Grey%20Cliffs.png)
Ryan, got it! Now the sphere is looking real good. All the noise variables look so good, its hard making a choice. Thanks for posting the visual on these.
Hello
An other rock/stones test, using new GI and noise available...
luc
superbe!
great example and a beautiful render, Luc!
cheers
Jason
:)
Belle définition dans les petits cailloux !!!
Looks great; but, looks like you have to be careful with the noise not to overdo it.
Nice work Luc, good to see you back.
a (very) quick lighting and shadows test using the new Gi settings in TG3
:)
J
Can anyone PM me on how to get the Vortex Shader to work? I've tried blending the shader with clouds and it's not working.
Thanks.
Just stick the vortex shader between cloud fractal and cloud layer, but don't forget to set a location and size.
That worked. Thanks!
Just playing around with lighting. Nothing else fancy here at all.
Anyone else finding atmos are taking a terribly long time to render? I'm not changing atmo settings much. Maybe I don't need 64 samples for atmos in TG3?
Hardly ever do you need that many samples for atmosphere. Try defer atmo/cloud with lower sample settings.
that's a killer terrain coming together already Eoin!
I would try lower samples for sure... 24-32-?? - see what you can get away with! - or maybe try ticking defer atmo (raytrace atmo in TG2)as yossam said...
cheers
Jason
:)
For "normal" atmosphere and lighting settings (e.g. without really high haze values, and without sunset/heavy shade/god rays), you should seldom need more than 16-24 atmosphere samples, *especially* if Defer Atmo/Clouds is being used.
- Oshyan
Its a great terrain!
Great! Thanks for your help, all!
Playing with snow surfaces on eroded WM terrains while I think about changing Gearing Up :)
I wanted to know how does the new DOF work in Terragen 3.
Just a quick environment setup for this test.
Here I use the 3D DOF with noise reduction. It works very well.
That's awesome!
DOF looks real pretty!
:)
Guys ... terragen3 and [attachimg=1]incredible ...
a ... my test.
;D ;D ;D
hello to all ...
Starship flying over the icy planet...render01[attachimg=1]
;)
Render02...hi hi hi love love terragen 3 loveeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee ;D ;D ;D ;D[attachimg=1]
Image made using the beta download. It's probably full of preventable errors, but so what, like everyone else, I'm just trying it out.
rat.
With spherical camera ;D
USGS Dem file of the Grand Canyon. Still a work in progress. TG 3 rocks :D
@aokcub
Nice!
2 more. Using vdisp map.
Damn Ulco, those are looking great!
- Oshyan
Something left by the Sky People?
Matt
Don't exaggerate, Oshyan ;) ... they could be much nicer. They're just some tests for the river and I plunked in some earlier made vdisp maps to see what happened. The sky people indeed left some rock populations.
my first couple renders using the free tg3 beta. i like it! i was playing around with DOF in the second, methinks i may have made it too close. is there a way to "get distance" to an object?
You can open a new preview window and set the view from the top of your camera and use the measuring mode tools that you find on the top toolbar of the preview window. With this tool you can mesure exactly the distance from the camera to the object you want to focus on.
Nice images Cocateho! I especially like the one with autumn trees.
If you go to the View menu and open the 3D Preview Location, you get a pop-up window that shows the "distance from camera". Note however that it only measures distances to terrain, so if you want to measure to an object, you can perhaps measure to terrain nearby, or use the top-down method Antoine described.
- Oshyan
:) Ice planet surface...[attachimg=1]
You can all feel free to keep posting here if you want, but you don't *have* to post your TG3 images here at this point. It's in widespread pre-release, so feel free to post in Image Posting. :)
- Oshyan
:-[
OPSSSSSSSS sorry ...
Nothing to be sorry about, you can keep posting here if you want. Just saying, you don't have to. :)
- Oshyan
Thanks Antoine and Oshyan, i'll give that a try... sure will beat guesstimating!
Hi,
Quote from: Cocateho on July 30, 2013, 12:14:50 PM
my first couple renders using the free tg3 beta. i like it! i was playing around with DOF in the second, methinks i may have made it too close. is there a way to "get distance" to an object?
One way is to open the 3D Preview Location window from the View menu. One of the items in the window is "dist. from cam". This shows the distance from the camera to the point under the mouse in the preview. Note that this only works with terrain and and the sky, not objects, so it's useful for setting up DOF if you can mouse over the terrain near the place you want to focus.
Regards,
Jo
Here an another one. I wanted to insert a dead tree (adult poplar from Silva3D) lying on the path, but impossible to be seen in the render, in fact, logically it should be found at the bottom of the objects list, instead it shows up at the top of the list (before background and planet). Impossible to move it down. Is this because it cannot be seen in the render ? Is there a way to fix it ?
Thank you for your help.
David.
Hi David,
Quote from: Antoine on July 31, 2013, 03:10:19 AM
Here an another one. I wanted to insert a dead tree (adult poplar from Silva3D) lying on the path, but impossible to be seen in the render, in fact, logically it should be found at the bottom of the objects list, instead it shows up at the top of the list (before background and planet). Impossible to move it down. Is this because it cannot be seen in the render ? Is there a way to fix it ?
The list order for objects in TG3 is alphabetical. I presume the name is before "Background" (Adult Poplar maybe)? The order doesn't matter in the objects list, it never has. In TG2 objects were kind of shown in the order they were added to the project.
There must be some other reason the object isn't showing up. Can you see it in the preview?
Regards,
Jo
Thanks Jo !
Well I don't understand, last night the individual lying dead tree didn't show up in the render (while I could see it in the preview as a box, according to my setting). So I used a very small area using population mode instead so that a dead tree appears in the forest in the middle of the image as you can see.
Now I have re-tried again this morning and the problem has disappeared. Perhaps the fact that I saved the file and re-open it fixed the problem, I don't know.
David.
Here the final image. I have changed some bushes size and added a dead tree along the path.
probybly you did use the sppokey version of the tree, only appears when rendered in full moon nights ;-) Very nice scene, I like the clarity and crispness
The light is very nice.
Nice render David.
Hello
here an other example of work on surfaces with Terragen 3
luc
:o there are no words ... fantastic ... guys terragen3 has reached incredible levels of visual impact...
Mr. Luc Bianco , as she always' a reference point ... congratulations.
sorry for my bad english ...
That looks sweet Luc.
Rocks and scree are superb.
Great images guys, lots to talk about and be inspired about.
Just a heads up though. I'm going to lock this thread "soon", tomorrow, the day after, there's no rush. With so many great images I think they all deserve their own threads and since TG3 is public (with the final release imminent) I feel this thread has served it's purpose.
Of course if I hear you guys want to keep it open I'll do just that.
Cheers
Richard
You're the boss in this thread ;) Good idea to let users make their own threads again.
Heartily agreed Richard. Nice to see it reach 13 pages though! :D
- Oshyan
Holy hell, that's freakin' awesome!
@ Luc Bianco
Its great!
Stick around for a while! You have much to teach and I have much to learn.