Landscapes

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yonosoy
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Landscapes

Post by yonosoy » Thu Jun 09, 2016 10:33 am

Hi.
I start this thread.
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The first is a quickrender (wip) that I loose (position of camera and sun; is recuperable. Same scene).
quickrender.jpg
The second is the first landscape of the post. Basic (very) , but enough to start.
landscape_Aa.jpg
I stop at 2000 spp because the scene starts at 0.8 M s/p but loose power decreasing at 45 min to 0.45 M s/p.
The picture is croped because the poor very first plane.

Numbers:
30 x 30 kilometers patch landscape
5000 x 5000 poligons of definition
11 millions of instances
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... 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 » Thu Jun 09, 2016 10:40 am

Nice ones yonosoy! I believe Ono fixed a problem that could cause that decrease in render speed in version 4 of Indigo.

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Thu Jun 09, 2016 10:46 am

Very cool!
One thing that might be helpful that I could add is a scatter mode that scatters more objects nearer the camera.

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Originalplan®
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Re: Landscapes

Post by Originalplan® » Thu Jun 09, 2016 7:49 pm

Very nice!

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Zom-B
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Re: Landscapes

Post by Zom-B » Sat Jun 11, 2016 1:25 am

OnoSendai wrote:One thing that might be helpful that I could add is a scatter mode that scatters more objects nearer the camera.
Some Falloff sounds indeed interesting, but also interesting how to control it and keep it adaptable for all kind of scenes.
polygonmanufaktur.de

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pixie
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Re: Landscapes

Post by pixie » Sat Jun 11, 2016 1:46 am

I would just tweak a bit with the lake.

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yonosoy
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Re: Landscapes

Post by yonosoy » Sat Jun 11, 2016 12:28 pm

Hi, thanks.
The more or less standard stuff for landscaping:
- A meaning of fractal response or slope.
- Minimum and maximum altitude of scattering (if possible with a relative meters of randomness to avoid straight lines in the landscape).
- Clip planes to near and far distance from camera.
- Backface culling.

And of course a falloff could be very interesting too. Also sometimes is better when you have several scatter systems in the same scene that each one could interpret the other to avoid the same space for multiple instances, but this last could be more difficult to acomplish.

Well, an attempt of earth simulation. The zenith is 92º, the camera is at -500 meters very far from the origin. Is void and poor poligonizated at this distance (a icosaedro several times subdivided at the noth pole determined by a decreasing system of circles). Sadly has a very poor effort of sample, 8 hours of render for 9000 spp.
landscape_Ab.jpg
And a better attemp. 15 x 15 km., 3000 x 3000 poligons, 16 Millions of instances, again reached the maximum poligon count. Only three vegetation models (sorry for this, my fault). 4h of render 3600 spp.
landscape_Ac.jpg
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Sat Jun 11, 2016 2:22 pm

Looking promising, I really like the first image.
You can actually control scattering with shaders, I'll give you some examples soon.

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Oscar J
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Re: Landscapes

Post by Oscar J » Sat Jun 11, 2016 11:31 pm

Can I ask how many triangles you have in total? :)

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yonosoy
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Re: Landscapes

Post by yonosoy » Sun Jun 12, 2016 3:01 am

Thank you Ono.
Oscar, in this moments I´m doing another isolation with a more complex cover ground.
The scene has 17.174372.952637 (more than 17 billions?) of triangles in v4.0 eating 16 GB of RAM. I brake the poly count of v3.8.

I retake the first one with Metropolis Pathtracing and performs very well. The color is subtled altered from Pathtracing to Metropolis Pathtracing.
landscape_Ab_2.jpg
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... 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 » Sun Jun 12, 2016 3:13 am

yonosoy wrote:Thank you Ono.
Oscar, in this moments I´m doing another isolation with a more complex cover ground.
The scene has 17.174372.952637 (more than 17 billions?) of triangles in v4.0 eating 16 GB of RAM. I brake the poly count of v3.8.

I retake the first one with Metropolis Pathtracing and performs very well. The color is subtled altered from Pathtracing to Metropolis Pathtracing.
landscape_Ab_2.jpg
That would be 17 trillion triangles in the silly english "short scale" number system. See https://en.wikipedia.org/wiki/Names_of_large_numbers

And holy crap that's beautiful! You should just add some displacement to the water. :)

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OnoSendai
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Re: Landscapes

Post by OnoSendai » Sun Jun 12, 2016 3:26 am

Great stuff, really beautiful!

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Re: Landscapes

Post by burnin » Sun Jun 12, 2016 5:54 am

Astonishing... :shock:

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yonosoy
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Re: Landscapes

Post by yonosoy » Sun Jun 12, 2016 9:03 am

Thank you very much. Sorry for the water in the last...

The scene slows down in v4.0 so I fallback at the moment with v3.8.33.
I realized that with Metropolis pathtracing the scene is faster than with pathtracing. This allow me to use the Post Process Aperture Difraction.
2h of render 2300 spp. Turbidity for the scene 1.6.
landscape_Ac_2.jpg
At the moment I only can go with a FBM bump for the water. More over... (I expect to buy another slot of memory).
I try to process in the future two perspective with two isolations for each landscape. I use three patchs for the ground with several species but is almost for nothing in this perspective :) .
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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CTZn
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Re: Landscapes

Post by CTZn » Sun Jun 12, 2016 4:34 pm

That's close to life-like, congrats ! I think that the instances all have the same orientation, it adds a lot to randomize rotation and scale for each (exporter thing).
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