Recent Posts

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Image Sharing / Re: on the way to school
« Last post by masonspappy on Today at 08:41:26 PM »
Good article!
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Image Sharing / Re: on the way to school
« Last post by Dragonfire on Today at 04:20:02 PM »
About three weeks ago I got the request from the "THE HORROR ZINE" for an article about my surreal works in their magazine. Now he has appeared and I was very happy:

http://www.thehorrorzine.com/Art/June2017/Alois/AloisReiss.html
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Terragen Discussion / Re: SquareColormultiple?
« Last post by mogn on Today at 03:13:21 PM »
Do you mean a checker board pattern
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Image Sharing / Re: In the dark
« Last post by luvsmuzik on Today at 01:13:42 PM »
Well Done!
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Image Sharing / Re: Mission to Mars
« Last post by luvsmuzik on Today at 01:11:52 PM »
So glad you are sharing this! Fantastic!
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Terragen Discussion / Re: Photography Techniques Can DeNoise Noisy Renders
« Last post by Kadri on Today at 11:41:48 AM »
...
It's the renderer's job to produce the lowest noise render in the time it's given, and if stacking were more efficient then the renderer would work like that already.
...


That was one of the things that came to my mind and the reason i was curious actually.
Still curious how it would look for some of the extreme noisy renderings we see sometimes here around.
I tried just a little with nothing to show about, but i have no Photoshop and time to make real tests.
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Image Sharing / Re: Based on Dunes road setup
« Last post by DocCharly65 on Today at 07:26:57 AM »
Usually I'd say you're right Ulco.
In this case I found out in tests, that most of the render time is used for the clouds - especially in the zoomed frames (horizontal fov at 1)
But so far I don't want to give up that cloud setting.

The trouble (and bluescreens) with the pops appeared while working on them with another opened TG instance for copying and with many of them shown as textured. Meanwhile I have learned to take care not work on several pops at the same time. Another thing that helps is not to forget pausing the 3D preview render.

When the pops are set and saved into cache files, they don't make trouble any more. Especially since TG4 - Good work, Oshyan and Matt!
But I'll keep my actual pop limit to not coming over the memory limit of 32GB at pixelplow :)
But at the moment they are rendering at maximum 40% memory usage - means, they are no problem.





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Image Sharing / Re: Mission to Mars
« Last post by Dune on Today at 06:47:02 AM »
Great render. I can imagine you traveling and rendering away in this terrain. Only thing you need to do is clone out some holes upper right or use force all edges.
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Image Sharing / Re: Based on Dunes road setup
« Last post by Dune on Today at 06:43:35 AM »
To decrease rendertime you might need to replace further pops by procedural veggies. Less heavy and faster.
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Image Sharing / Re: Based on Dunes road setup
« Last post by DocCharly65 on Today at 05:43:50 AM »
Thanks for the suggestion, Ulco.
I already had solved it by changing settings of the vector displacement shaders, when you wrote. Worked as good - but thanks anyway :)

The street is now as I want it.
I am not so sure if I want the grass area on the right growing into the street. Additionally I'll perhaps add some hazel bushes next to the rail guards... But then I'll have reached a limit. These 6 renders are AA5 and Detail 0.5. They needed app. 6 hours on pixelplow. ($4.59 at power 1.7 for these 6 means it will not be a cheap animation when I start rendering the whole 600 frames)

The amount of pops and instances is at the limit too... 2 bluescreens while working on it (but I must admit I had a second instance of TG open to copy objects and settings...  ;D
But my blockhead just wants that animation with an extreme zoom as the 6 testrenders show (Frames 001, 113, 225, 337 449, 561) :

73624-0     73626-1

73628-2     73630-3

73632-4     73634-5
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