A natural situation
Re: A natural situation
Nice. I think I see where you are going with this...
Btw I have been working on subdiv. it's a lot faster now when evaluating subdiv and displacement with shader displacement.
Btw I have been working on subdiv. it's a lot faster now when evaluating subdiv and displacement with shader displacement.
Re: A natural situation
Second test with a spread plugin and a packet of 30 HQ tree species from Laubwerk.
Is a little but able plugin. Only thing is that for multiple objects inside a single spread you can´t choose how many percentage of the whole amount represent each object and there is no interaction between different spreads.
Good test but the electric tower line needs more shading work. For other moment...
Edit: Oooooh. All the population is in the air because a subdivision is applied over the surface and the spread is applied to the base !!! Sorry. I can not see this behaviour in cinema. The render finish and this is the developted raw. The only reason for post this last is to get some feedback about. Personally I feel that I am not very good evaluating colors. So, how do it feels? The previou is a linear solution with a subtle retouch in photoshop.
In other hand the electric tower is a free model from the net and is extremely difficult to UV mapping (2000 objects collapsed).
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
Re: A natural situation
Well it was right to desaturate colour, the retouched image feels more natural. Ideally desaturation would happen before the render, on textures.
Looking forward to the evolution of this scene !
Looking forward to the evolution of this scene !
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- Oscar J
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- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: A natural situation
I prefer the more vibrant original to be honest.
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: A natural situation
Can you tell me where you got the tree models?
Re: A natural situation
Hi Oscar. I though that only is available for cinema 4D. It is the package from laubwerk called Laubwerk Plants Kit (1,2,3). Is a plugin that manages the libraries. Has four seasons and a variety of exemplars of each specie (young, adult,... 30 species). The spread plugin is called Laubwerk SurfaceSPREAD (for cinema 4D too).
Thanks for the comments. Finally I begining to understand the process concern to the color. If the image is not taken with E white point the correction of the color is perturbed. And I must be carefull with the amount of color since the beginnings...
CTZn, do you know the code related to the internal scatter of indigo?. If you can transmit to me I would thank you again too much.
Thanks for the comments. Finally I begining to understand the process concern to the color. If the image is not taken with E white point the correction of the color is perturbed. And I must be carefull with the amount of color since the beginnings...
CTZn, do you know the code related to the internal scatter of indigo?. If you can transmit to me I would thank you again too much.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
Re: A natural situation
I would love to know all about scattering and the shaders supported... I did preliminary test that found very difficult to achieve success, and that was almost one year ago since I played with that. IIRC the V2 of the scene description language is required so it's a mess for me.
I'll see what I can provide soon !
PS: have you been using the host app scattering features so far, a plugin perhaps ?
I'll see what I can provide soon !
PS: have you been using the host app scattering features so far, a plugin perhaps ?
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Re: A natural situation
First attempts of mist in a forest. Experimenting a very low speed than at the light of last lucy scatter test it is not because of the amount of geometry... . Neither because of the use of double sided thin. So I definetely stop the fight with this machine at the expenses of a new one the next week.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: A natural situation
Gaaaaaaaaah so awesome!
This needs to be rendered in decent res somehow.
The ground texture needs a little work though.
This needs to be rendered in decent res somehow.
The ground texture needs a little work though.
Re: A natural situation
Totally agree Oscar. I consider this setup at the half of the intentions. The ground is not worked still. Be patient, soon I expect to post some hi res shots.
Thanks!
Thanks!
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: A natural situation
Please tell me about your atmosphere settings. I'd like to have something like this in my car scene.
Re: A natural situation
Hi Oscar...
Amazing. This mist was inspired by your thread (zeitmeister advise about Itoo Forest). The frontpage picture is a postproduction of this effect. The first thing I thought is in your contest scene .
Well, it is very simple for you. This is the code for the SSS component:
The thing is mie_cumulus phase function. I must edit every scene but you can just link an external material.
Please try it!! It could be an amazing shot!!
Amazing. This mist was inspired by your thread (zeitmeister advise about Itoo Forest). The frontpage picture is a postproduction of this effect. The first thing I thought is in your contest scene .
Well, it is very simple for you. This is the code for the SSS component:
Code: Select all
<subsurface_scattering>
<scattering_coefficient>
<constant>
<uniform>
<value>0.008</value>
</uniform>
</constant>
</scattering_coefficient>
<phase_function>
<mie_cumulus>
</mie_cumulus>
</phase_function>
</subsurface_scattering>
Please try it!! It could be an amazing shot!!
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
Re: A natural situation
The effect is very nice yonosoy !
I did a quick ambient scattering test with my last WIP but didn't think of using the Mie scattering, wich is the right thing to do. It is costly to render indeed !
Now, will you test a squashed noise for the scattering function ? With coordinates similar to vec3(recip(80.0), recip(80.0), recip(8.0)) or so. The good point is that clearer parts will render faster than the scattering ones. Using recip() allows to use a direct value in meters for the mist banks size, at a very small shader cost.
I can help with this if you want !
edit: consider using a little absorption, for speedups.
I did a quick ambient scattering test with my last WIP but didn't think of using the Mie scattering, wich is the right thing to do. It is costly to render indeed !
Now, will you test a squashed noise for the scattering function ? With coordinates similar to vec3(recip(80.0), recip(80.0), recip(8.0)) or so. The good point is that clearer parts will render faster than the scattering ones. Using recip() allows to use a direct value in meters for the mist banks size, at a very small shader cost.
I can help with this if you want !
edit: consider using a little absorption, for speedups.
obsolete asset
Re: A natural situation
I will do of course; thanks.
Another cuestion. I feel that an inverse function that evaluates the z position (SSS =0 at the top of the boundarie geometry of the gas) could do a good job for this effect too.
I did some tests with pos.z without success. Must be a so simple equation... could you help me with this?
Is like a difumination of the gas density in high so at the top of the trees the gas dissapear and the effect is magnified.
Another cuestion. I feel that an inverse function that evaluates the z position (SSS =0 at the top of the boundarie geometry of the gas) could do a good job for this effect too.
I did some tests with pos.z without success. Must be a so simple equation... could you help me with this?
Is like a difumination of the gas density in high so at the top of the trees the gas dissapear and the effect is magnified.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
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