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Terragen Discussion / Re: wich node allow to twist/warp Clouds Layer
« Last post by Frank_Art on Today at 04:09:43 PM »
New question, which node can allow to stretch vertically(no rotation)? I try bunch of nodes option with no success :/
Cheers
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Great, thank you! I will take a look at all of this and see what I can accomplish. I really do appreciate all your help on this. I will report back once I play around a bit. :-)
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Terragen Discussion / Re: Force All Edges and Holes in Terrain
« Last post by Rich2 on Today at 03:09:07 PM »
Are you referring to the atmo poking through the terrain, especially when complex displacements are applied?  The powers that be here say it's a product of back-face culling, something inherent with the rendering process. I guess there's no sure-fire fix, except maybe to tone down the displacements. But what do I know?  I'm still knuckle-dragging my way through my learning of Terragen.
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Image Sharing / Re: Still a Desert
« Last post by Rich2 on Today at 02:26:03 PM »
Wow - great suggestions, and upon my returning at last I still have much to learn.  Calcium deposits, indeed... ;)  I can't seem to find that particular shader node.  As for "wetness" and I'm guessing on the rocks, suppose the reflective shader will work?
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Image Sharing / Re: Still a Desert
« Last post by Tangled-Universe on Today at 01:01:50 PM »
Nice work Rich and great to see you're making a return into TG :)

Personally I am not too bothered by "mismatches" between rockfaces/mountains and their debris.
Actually, in my past months-long hike I saw many many occassions where depositions do not really match the rockface/mountain they came down from. Why that is exactly, I don't know, but I do know that as long as it's not too far off (in TG) it could definitely be realistic.

Ulco had some good suggestions, especially on the shore wetness. Calcium deposition too, but Ulco is hardcore precise and masterfully skilled :P

My suggestion for this one would be to increase the ray detail multiplier to 0.5-0.7 to just bring out some more details in the stones underneath the water. They are a bit faceted now, because of the default setting of 0.25 for the ray detail multiplier.
Beware though that render times will increase, so some masking of the water may be beneficial as well.
Search for masking water here and another Martin (Dandel0 I believe you spell it) developed a great technique to me which I totally did not get at first, but actually works beautifully.

Cheers,
Martin
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Image Sharing / Re: Path tracing an old scene Fields
« Last post by Tangled-Universe on Today at 12:54:51 PM »
Hey Jon!
Awesome to see you back here and do some rendering :)

The golden hour render is almost exactly as I imagined it when I made the suggestion :)
Where it "breaks" for this render is the tree model and perhaps you need a model for the rock wall as well.
Else it looks pretty damn nice. Right!?

I suppose this is one of the cases where the standard renderer is doing pretty well compared to the path tracer, but I will recheck tonight at home, since the monitors here at work are super-contrasty and shitty.

Keep rendering mate! :)

Martin
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Image Sharing / Re: Ryan Archer's Canyon - Path Traced
« Last post by Tangled-Universe on Today at 12:49:00 PM »
Yes indeed a high exposure and bleaching of the sky is exactly what you see happening here :)
Camera exposure of 1 shows a bright blue sky and an exposure of 8 brings out the shadows, but over-exposes the sky.
In that sense a really photographic approach to lighting the shot for this scene, a decision actually made by Ryan back then which I just adhered to now.
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I think the best way of thinking about TG clouds, is that the renderer paints a spot where white is in the texture and that texture is infinitely changing over distance giving variation. A lot of software uses a box to define the bounds of the effect, especially dynamic systems, which is great for hero stuff, but with vistas you start to run out of ram, which is where TG excels at mid to far range scenes.
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Image Sharing / Path tracing an old scene Fields
« Last post by Hetzen on Today at 10:55:12 AM »
As in the title really. Martin suggested I did a re-render to see the difference. Quite interesting results.

With path tracing, texture, displacement and objects seem to be smoother in this scene. I used a rock population to mimic hedge row trees, which look more like green rocks with PT. The field walls also crack over distance, which you get away with in the standard render.

The white texture on the fallen rocks was a mistake in the shader tree. I left it in to keep the comparison consistent.

The last image was about getting some v3 clouds in and trying to capture golden hour. I think the field textures need some tweeking in this light.
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Image Sharing / Re: Still a Desert
« Last post by René on Today at 07:05:44 AM »
Very nice! I love the color scheme.
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