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Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
Quote - Well, thanx to dandelO's fine explanation I was able to achieve fairly good results with a subsurface render set at .25 and a final with water render at .5 Mainly due to processor speed, if I had bigger, I'd do bigger, heh heh heh....
Nice, it's good on longer shots like this too because the further away the waterplane reaches, the reflection 'appears' to cut out some of the transparency.
I was just the messenger, I can't take any credit for discovering the idea, it's from a great T2 user going by the nick' of Sonshine777. Some of you may know him, I don't know if he's in here though. Top guy.
Anyhow, all credit goes to him, so if you see him around, give him one big pat on the back for discovering this marvel of ingenuity and simplicity!
Transparency's been eluding T2 users, too long and this is the most efficient workaround I've seen so far that doesn't include postworking.
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
Machine Spec: Intel Celeron 2.66GHz - 512MB RAM and only a 128mb V/card.
The textures do not create the rocks, no. They are similar to Vue's ecosystem stones(without the paint option) and are added as surface layers. Initialy, they will cover the entire surface of your planet, you just set the stone size, density spacing etc. for the whole layer.
To stop them appearing across the whole planet's surface you can use a distribution shader or a mask to specify where they will appear.
This scene has 4 seperate fakestones layers and you will texture them afterwards. To begin with they are completely smooth and monotone grey. Powerfractal shaders are the best way, I find, to texture your rocks as PF shaders have an infinite level of scale detail.
The stones' colour in my image above is coming from a blend of 6 seperate PF shaders(without displacement) and 1 reflective shader, the texture is from another PF shader with displacement enabled, the scaling range for this displacement PF shader are:
Feature scale = 5cm.
Lead in(largest) scale = 30cm.
Smallest scale = 1mm.
ANY values can be set for scale giving an infinite range to play with, rather than the usual uniform bump mapping through image maps.
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
Chip, the subsurface image for this version took around 1+1/4 hours, the final render was about 8. Ridiculous for an image of this size of course, but it is T2 and quite slow at rendering at the moment. Not to mention my computers limited capabilities.
The render resolution was 800x600 as I only have the free version of the tech preview.
The final render was at:
detail level = 0.7.
anti-aliasing = 3.
GI = 1/6.
Atmospheric samples = 64.
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
Quote:
''Thanks much for pitching in! Just curious, why are the rocks such funny shapes?
Is it something in TG2 or are they modelled elsewhere? Vue's rocks are also shaped weird as they are generated automatically by Vue.''
I have just figured this out, as one of the rocks was really bothering me too.
The main rock look is pretty close I'd say, to the rocks I'd see in my local river, the River Tay in Perth, Scotland.
They are suitably cracked/shattered looking and I'm quite happy with the texturing. The only one posing a problem to me is the large one at the top-right hand side, above the largest stone.
You'll notice that there seems to be an overhanging portion at the top half of this rock. Now, I've torn this scene apart looking for the cause of this anomaly over and over again, and now I think I've finaly found the cause of it.
The reason for this overhanging section is because of the rocks directly BENEATH the largest stones layer.
What I'd done was to have small stones to the bottom, then a layer of larger ones on top of that, followed by larger stones atop that, and finaly, the biggest ones to the very top. The odd looking overhang is because of the 'stone tallness' of the 3rd layer(the second largest) of the fake stones shaders.
The large rock in question has actualy been laid across a taller stone than itself so that the one underneath is 'poking through' the top of the big one, the 'pancake effect' of the taller, lower stone is creating the apparent overhanging section.
Because I used the same set of 7 powerfractal shaders to texture all 4 layers of stones, the rock with the overhang looks as if it is one piece(the shaders have basicaly merged the edges of the 2 stones together so that the seams of each of the intersecting rocks are nearly imperceptable as 2 seperate stones).
To re-render this whole scene just for that one portion that I'm unhappy with seems like a little too much work, especially when this is already my 3rd full render of this scene,(six renders total, including subsurfaces) I may fix the rocks and then do a cropped render of that one odd looking stone to fix the final image with because, when I change the 3rd rock layer to fix just that one stone, ALL the other stones in that layer will be different too and will mean another 2 complete re-renders are required... To Hell with THAT again! At least for the moment... ;)
Thankyou very much for bringing my image into these forums, it is a great compliment when I see the line...
*Quote : "Think anyone can get Vue to pull this one off?!"
*A very great compliment indeed! :)
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
I should also say that texturing in T2 isn't quite as easy as it is in Vue. There are no preset rock samples to pick and choose from.
The rocks in this are shaded with the following: 1 surface layer / 7 different powerfractal shaders and / 1 reflective shader . That's a fair bit more work than picking a texture from a list, as in Vue...
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
I didn't post this at PS, as it isn't my method. Sonshine777 discovered it and showed me the basic method.
I should also say that 'input b' does not exist on the merge shader as I've said above. It's called 'shader A', my apologies.
Thread: Terragen vs Vue | Forum: Vue
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
After the 'dry' render is done, re-enable the waterplane for your final.
Also, the imagemap shader must be set to 'through camera'.
Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue
Attached Link: Water transparency test .tgd
I'd like to clear this issue up. Although T2 has no transparency yet, the water is NOT postworked in my Rockpool image at all. The scene comprises of 2 renders, one for subsurface and one for the final render.(which includes the subsurface render in the process... I'll explain this shortly.To begin with, we create our riverbed, texture it accordingly and then add our water and set the levels, roughness etc...
Once we've got to this point we will then DISABLE the waterplane and render the image 'dry'. A lower detail setting will suffice for this(.5 is good I find).
Once this image is rendered we save it as 'subsurface.bmp'. Now, go to your water nodes group and create a new 'imagemap shader'(select 'subsurface.bmp' as the image, AND a new 'merge shader', the merge shader is the key to the transparency.
When we have both new shaders set in the water group we place the watershader into 'input A' of the merge shader and then the imagemap shader into 'input B', the output from the merge shader will now go to the input of your lake/waterplane. You will instantly see the transparency in the 3D preview window, the merge shader 'Mix to A' slider is now the fake transparency modifier. Sliding it left will make your subsurface image less visible, sliding it right will make it more visible.
What the merge shader does is actualy blends both the waterplane and the subsurface image together for the final render. No post proccessing is required.
I'll attach a quick basic water transparency example .tgd for anyone wanting to check out the settings if they wish.
For the record, and not to blow my own trumpet too much, I think my T2 version is still far more convincing and realistic looking than any of the Vue examples posted above, as yet...
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Thread: T.S.I. Terragen Scene Invistigation | Forum: Vue