Landscapes

Get feedback from others on your works in progress
User avatar
arc en ciel
Posts: 138
Joined: Tue Apr 12, 2016 2:33 am

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

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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
"... 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 ..."

User avatar
Oscar J
1st Place Winner
Posts: 2153
Joined: Sat Mar 31, 2012 3:47 am
Location: Gothenburg, Sweden
3D Software: Blender

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!

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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
"... 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 ..."

User avatar
Oscar J
1st Place Winner
Posts: 2153
Joined: Sat Mar 31, 2012 3:47 am
Location: Gothenburg, Sweden
3D Software: Blender

Re: Landscapes

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

Now those are nice mountains. :)

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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?
"... 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 ..."

User avatar
Originalplan®
Posts: 733
Joined: Sat Sep 26, 2015 8:58 pm
3D Software: Cinema 4D
Contact:

Re: Landscapes

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

@yonosoy supa cool! :shock:

User avatar
zeitmeister
2nd Place 100
Posts: 1992
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Re: Landscapes

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

Great!


Gesendet von iPhone mit Tapatalk
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.2.23 | Indigo for C4D 4.2.22 | C4D R14.042 | Mac OS X 10.13.6 | Windows 10 Professional x64

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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.
"... 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 ..."

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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
"... 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 ..."

User avatar
OnoSendai
Developer
Posts: 6155
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Re: Landscapes

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

awesome :)

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

Re: Landscapes

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

The Troncotron travelling over the surface of a desert.

120 (aprox) millions of instances. An hour of pre-post installation in Linux, but finally starts to sample.
Speed without instancies: 1350 k samples/s.
Speed wtih instancies: 750 k samples/s.

Ono, I need some info on how to control the scatters with ISL.
Please when you have a little time...
Let´s start with a slope function for example...

I believe that all this ISL stuff could be interesting for the comunity.
Attachments
Troncotron in the desert.jpg
Zenith 80º
"... 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 ..."

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

Re: Landscapes

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

No, no. A mistake with the last one, only 45 millions.

This one has a uniform preset of 900 objects per square meter. It means 74 million of instances, I perform a manual backface culling erasing the poligons out of view to compress the effect.

Sadly Indigo don´t performs well at all when a scene is divided in 32 GB of RAM and 18.6 GB of swap (pagefile).
So only 1000 spp.
More RAM is needed. :)
Intrepid attempt... I left behind the exercise here.
Attachments
desert experiment 3.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 ..."

User avatar
yonosoy
Posts: 449
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

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
"... 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 ..."

User avatar
Originalplan®
Posts: 733
Joined: Sat Sep 26, 2015 8:58 pm
3D Software: Cinema 4D
Contact:

Re: Landscapes

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

8) X 1000000
Love it!

Post Reply
119 posts

Who is online

Users browsing this forum: No registered users and 1 guest