Landscapes

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arc en ciel
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Re: Landscapes

Post by arc en ciel » Sat Sep 17, 2016 3:51 am

there is a plug-in for large file : http://www.vim.org/scripts/script.php?script_id=1506
or
you can try to split the file in multi small files : http://www.gdgsoft.com/gsplit/
and
concate them after modifications : http://www.gdgsoft.com/gsplit/gunite.aspx
or
if you export from c4d some limited parts of the scene, and off course you can edit them, change <scene> to <scenedata> and add some
<include>
<pathname>xxx.igs</pathname>
<offset_uids>true</offset_uids>
</include>
in the last .igs exported

in this last case, if the scatter is referencing to an objet in an other file, you need to change
<offset_uids>true</offset_uids>
to
<offset_uids>false</offset_uids>
but
when doing that you can have the same uid for differents objets, so
you can run in previous small .igs exported (<scenedata>) a search and replace like that :
search : "uid>"
replace : "uid>1234"
off course the sequence 1234 must be different for each search/replace for each file modified
this will add 1234 after the closed </uid>, but Indigo can run with that, I already tried

Attention
if you add a scatter in a <scenedata> file
this file have to be included using
<offset_uids>false</offset_uids>
if not, some uid referenced in the scatter will cause trouble, even if the proto(s) objet(s) are in the same file
... from memory, have to be confirmed

EDIT : you can call a scatter inside an external file without necessary have to do <offset_uids>false</offset_uids>
off course, proto(s) object(s) must be in the same file with the scatter code

Attention
if you use the restricted area/material code with the scatter, remove the prefix 1234, or indigo will return an error

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yonosoy
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Re: Landscapes

Post by yonosoy » Mon Jan 02, 2017 6:05 am

Thanks for the info! What a lesson of XML ...

Another kind of approach. With a predisplaced terrain from satellite data and premeshed clouds to help composition. First attempt. I decide to stop it at 1000 spp because the speed decrease ...

Is the peak of the Mount Ruapehu, a volcano in New Zealand. It is supposed that there must be snow.

A impression then.
Attachments
Mont Ruapehu_4.jpg
Mont Ruapehu_4_wireframe.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Oscar J
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Re: Landscapes

Post by Oscar J » Mon Jan 02, 2017 6:09 am

Those clouds look sexy, but there are some visible edges there taking the realism off. The mountain needs work.

Keep it up!

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yonosoy
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Re: Landscapes

Post by yonosoy » Tue Jan 03, 2017 5:08 am

Thanks for the push up!
A general take with one material. It begins to be something, a mix of some ISL codes and some maps.
I forgot that I´m not able to do fbm´s displacements, but bumps do it in a strange mode.
I feel a lack of modularity in the general shape but here goes.
To progress something in it I must do a lot of ISL questions.
Now I have zero time, sorry. For more over...
Attachments
Mont Ruapehu 5.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Oscar J
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Re: Landscapes

Post by Oscar J » Tue Jan 03, 2017 5:10 am

Now those are nice mountains. :)

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yonosoy
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Re: Landscapes

Post by yonosoy » Sun Jan 08, 2017 5:22 am

:) mixed with 300000 instancies.
Mont Ruapehu 7.jpg
Now I know how fbm´s work, they need a texture reference.
But there is a bug working with slope and ISl. I´m not able to displaced the snow (only bumped).
Now I need to know from where this image become:
mt-ruapehu-and-mt-ngauruhoe.jpg
I don´t remember how I obtained this image. Is reduced and banded, but more or less...
I believe that all the surface of the Earth is well mapped, but where can i find it?
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Originalplan®
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Re: Landscapes

Post by Originalplan® » Sun Jan 08, 2017 5:24 am

@yonosoy supa cool! :shock:

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zeitmeister
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Re: Landscapes

Post by zeitmeister » Mon Jan 09, 2017 12:21 am

Great!


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DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

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yonosoy
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Re: Landscapes

Post by yonosoy » Sat Jan 28, 2017 10:13 am

Thank you both, very kind.

Now I understand how the material slot of the scatter works. Is all between the lines...
The material receptor needs a tag and the UID object tag of the scatter needs an entry that indigo don´t process!!!

In the material:
<scatter_uids>
<uid>700</uid>
</scatter_uids>

And a incoherent value for the object slot:
<target_object_uid>4294967295</target_object_uid>

Thanks.
Now investigating some basic ISL for landscaping.
See you.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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yonosoy
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Re: Landscapes

Post by yonosoy » Sun Jan 29, 2017 4:33 am

A wip test with 37 million of instances. 21 GB of ram used...
Attachments
desert experiment.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Sun Jan 29, 2017 4:35 am

awesome :)

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yonosoy
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Re: Landscapes

Post by yonosoy » Tue Jan 31, 2017 3:31 am

.
Last edited by yonosoy on Wed Nov 03, 2021 3:24 am, edited 1 time in total.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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yonosoy
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Re: Landscapes

Post by yonosoy » Fri Feb 03, 2017 8:01 am

.
Last edited by yonosoy on Thu Nov 04, 2021 12:11 am, edited 1 time in total.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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yonosoy
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Re: Landscapes

Post by yonosoy » Sat Mar 04, 2017 6:28 am

New tools in Houdini 16 for terrains.
3 min. render.
134+ Millions of unique triangles. 2x2 km. :)
Attachments
houdini_16_terrain_test.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Originalplan®
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Re: Landscapes

Post by Originalplan® » Sat Mar 04, 2017 6:43 am

8) X 1000000
Love it!

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