Wow!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.
Landscapes
- Originalplan®
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Re: Landscapes
Re: Landscapes
Hi CTZn I feel the pictures closer to life too.
Thank you Originalplan.
Hi Jay-ko. I´m explaining every little thing I found. I suppose that you are referring to the landscapes meshes.
Some years ago I see a tutorial of CMIVFX called fractal terrains and clouds for houdini. Actually I´m generating some assets that could be used inside C4D containing the lessons of this tutorial. Then I´m exporting the trees with SurfaceSpread, a plugin from Laubwerk to C4d and finally I´m instancing some millions of patches of grasss with the internal scatter of infigo. All of this with indigo´s atmospheric simulation. If you need a specific answer do a specific question...
This is the landscape a new exercise, only the landscape, the lake, some trees and some clouds.
15 x 15 km patch, 4000 x 4000 poligons, 80000 trees. Overnight rendering with Metropolis pathtracing (12 hours).
The doom over the lake is supposed to be developed in the future (inflatable structures).
Thank you Originalplan.
Hi Jay-ko. I´m explaining every little thing I found. I suppose that you are referring to the landscapes meshes.
Some years ago I see a tutorial of CMIVFX called fractal terrains and clouds for houdini. Actually I´m generating some assets that could be used inside C4D containing the lessons of this tutorial. Then I´m exporting the trees with SurfaceSpread, a plugin from Laubwerk to C4d and finally I´m instancing some millions of patches of grasss with the internal scatter of infigo. All of this with indigo´s atmospheric simulation. If you need a specific answer do a specific question...
This is the landscape a new exercise, only the landscape, the lake, some trees and some clouds.
15 x 15 km patch, 4000 x 4000 poligons, 80000 trees. Overnight rendering with Metropolis pathtracing (12 hours).
The doom over the lake is supposed to be developed in the future (inflatable structures).
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- pixie
- Posts: 2332
- Joined: Sat Dec 29, 2007 4:54 am
- Location: Away from paradise
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- Contact:
Re: Landscapes
You may soon starting to tax the sh*# out of it, become by right its sovereign ruler!yonosoy wrote:Hi CTZn I feel the pictures closer to life too.
Thank you Originalplan.
Hi Jay-ko. I´m explaining every little thing I found. I suppose that you are referring to the landscapes meshes.
Some years ago I see a tutorial of CMIVFX called fractal terrains and clouds for houdini. Actually I´m generating some assets that could be used inside C4D containing the lessons of this tutorial. Then I´m exporting the trees with SurfaceSpread, a plugin from Laubwerk to C4d and finally I´m instancing some millions of patches of grasss with the internal scatter of infigo. All of this with indigo´s atmospheric simulation. If you need a specific answer do a specific question...
This is the landscape a new exercise, only the landscape, the lake, some trees and some clouds.
15 x 15 km patch, 4000 x 4000 poligons, 80000 trees. Overnight rendering with Metropolis pathtracing (12 hours).
The doom over the lake is supposed to be developed in the future (inflatable structures).
Re: Landscapes
Hi.
Thanks, pixie and CTZn.
This exercise is a little bit complex. Look at the scrren captures. This is a mesh of 4000 x 4000 quads (32 Millions of unique triangles inside Indigo. As you can see I have enough polygons in the mesh except for the first plane. 7 dependent view subdivisions are enough with a total of 36 millions of unique triangles. I can´t give to the mesh a single global subdivision, so the internal subdivision of Indigo has no use for this purposes. (A new one with only dependent subdivisions is needed for landscapes.) The final take takes me too long because the displacement of the sand takes in account the meaning of slope mixing in the sand waves rock and sand. Finally this. 3h and a half of rendering for 14K spp.
Thanks, pixie and CTZn.
This exercise is a little bit complex. Look at the scrren captures. This is a mesh of 4000 x 4000 quads (32 Millions of unique triangles inside Indigo. As you can see I have enough polygons in the mesh except for the first plane. 7 dependent view subdivisions are enough with a total of 36 millions of unique triangles. I can´t give to the mesh a single global subdivision, so the internal subdivision of Indigo has no use for this purposes. (A new one with only dependent subdivisions is needed for landscapes.) The final take takes me too long because the displacement of the sand takes in account the meaning of slope mixing in the sand waves rock and sand. Finally this. 3h and a half of rendering for 14K spp.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
Re: Landscapes
A new one playing with the haze of the "clouds and haze" code of CTZn.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Landscapes
that's really beautiful, Bravo !
your a master about ray's system and scattering integration, i get only error trying to merge C4D .igs file and other .igs file including scattering generated by sketchupif someone would make a tuto about that
your a master about ray's system and scattering integration, i get only error trying to merge C4D .igs file and other .igs file including scattering generated by sketchupif someone would make a tuto about that
Re: Landscapes
Thank you.
A little experiment. The goal was to iluminate the scene with the sun of the Sky and Sun indigo´s system instead of the extra atmospheric one. They are two different suns.
The sun of the Sun and Sky system is too weak in atmospheric simulation, but with the help of the Sky produces beautiful colors and a warm sensation for aperture difraction.. The true is other, we are at more than 8000 meters of altitude, there is no so much atmosphere in the horizon and the sun brights a lot. Only an experiment. I like the way sun takes yellow tint in low zenith.
A little experiment. The goal was to iluminate the scene with the sun of the Sky and Sun indigo´s system instead of the extra atmospheric one. They are two different suns.
The sun of the Sun and Sky system is too weak in atmospheric simulation, but with the help of the Sky produces beautiful colors and a warm sensation for aperture difraction.. The true is other, we are at more than 8000 meters of altitude, there is no so much atmosphere in the horizon and the sun brights a lot. Only an experiment. I like the way sun takes yellow tint in low zenith.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- Oscar J
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Re: Landscapes
Incredible pictures, and so clean as well.
Re: Landscapes
Beautifull yonosoy
It would be Strange with such a computer to show not clean imagesOscar J wrote:Incredible pictures, and so clean as well.
Re: Landscapes
Thanks a lot Oscar and Onizuka.
30 x 30 km. of patch. 5000 x 5000 poligons. A million of instances exported with C4D (144 minutes). 14K spp.
I like in this one how the elements mix together in the middle distances. For the landscape I used a simple slope function to mix rock and soil, then the leaveless tress and the grass are deescribed by a single surfacespread. Testing with this the ability of other houdini noises to describe landscape. This is houdini perlin noise in a multifractal function.
30 x 30 km. of patch. 5000 x 5000 poligons. A million of instances exported with C4D (144 minutes). 14K spp.
I like in this one how the elements mix together in the middle distances. For the landscape I used a simple slope function to mix rock and soil, then the leaveless tress and the grass are deescribed by a single surfacespread. Testing with this the ability of other houdini noises to describe landscape. This is houdini perlin noise in a multifractal function.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
Re: Landscapes
Hi
Congratulations on your engagement!
My perplexity refers to the huge export time (144 min.). Maybe they are experiments, however, I find it hard to understand if the limit is a viable option for all or is it just an extreme test. There are faster alternatives? Maybe Carbon Scatter etc.?
Congratulations on your engagement!
My perplexity refers to the huge export time (144 min.). Maybe they are experiments, however, I find it hard to understand if the limit is a viable option for all or is it just an extreme test. There are faster alternatives? Maybe Carbon Scatter etc.?
Mac Mini 2011 - 2,3 GHz Intel Core i5
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
16 GB 1333 MHz DDR3 - Intel HD Graphics 3000 512 Mb.
Samsung SSD 860 EVO 500GB - MacOS High Sierra 10.13.6
https://www.behance.net/Paolo_Conti
Re: Landscapes
Hi Contegufo. You are right, so many thanks.
A test with Carbon Scatter. A million of trees in a minute of exportation. Can´t understand it, I figure out that the problem was the limit of Cindigo but that´s not true. There is a bottle neck of any kind with SurfaceSpread.
I will continue the experiments with Carbon Scatter waiting some info about to scatter by material in indigo.
A test with Carbon Scatter. A million of trees in a minute of exportation. Can´t understand it, I figure out that the problem was the limit of Cindigo but that´s not true. There is a bottle neck of any kind with SurfaceSpread.
I will continue the experiments with Carbon Scatter waiting some info about to scatter by material in indigo.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- arc en ciel
- Posts: 138
- Joined: Tue Apr 12, 2016 2:33 am
Re: Landscapes
actually you can select a mat for restrict scattering actioninfo about to scatter by material in indigo
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