Forum: Poser - OFFICIAL


Subject: Terradome

Believable3D opened this issue on Aug 28, 2009 · 70 posts


Believable3D posted Fri, 28 August 2009 at 10:42 PM

So? anyone jumped on the TerraDome bandwagon yet? It looks interesting, and the introductory price looks reasonable for what it is... though I never had any luck getting Infinity Cove working.

www.runtimedna.com/Runtime-DNA-s-TerraDome.html

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Whichway posted Fri, 28 August 2009 at 11:07 PM

Poking around with it, slowly. No opinion yet.

Whichway


andolaurina posted Fri, 28 August 2009 at 11:29 PM

Just bought it; haven't loaded it yet.

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LaurieA posted Fri, 28 August 2009 at 11:40 PM

The first thing I've actually wanted in months ;o).

Laurie



lkendall posted Sat, 29 August 2009 at 1:02 AM

Can some one comment about this in regards to Poser 8 and IDL?

lmk

Probably edited for spelling, grammer, punctuation, or typos.


jartz posted Sat, 29 August 2009 at 3:00 AM

Quote - Can some one comment about this in regards to Poser 8 and IDL?

lmk

Me too...

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Shadowdancer posted Sat, 29 August 2009 at 5:23 AM

Haven't tried it with indirect lighting yet, but it's relatively easy to use & render quality is good.

definitely a worthwhile purchase.


senyac posted Sat, 29 August 2009 at 6:57 AM

Its a great product , i love it
tried it with the suppled lights using IDL and it looks/renders even nicer I think :)
IDL calculations for the terradome are quite fast :)


Whichway posted Sat, 29 August 2009 at 10:31 AM

Here's an early one from me. Poser 8 but no IDL yet. My first pick of IDL settings gave me splotchy shadows. From BB's beta posts, it looks like SP1 will be *much* better on that front. Meanwhile, so far, so good.

Whichway


Gareee posted Sat, 29 August 2009 at 10:34 AM

Terradome: Two men enter, one man leaves!

(I just hadda say that.)

Way too many people take way too many things way too seriously.


Believable3D posted Sat, 29 August 2009 at 12:55 PM

As far as IDL goes, I would imagine it would be best to use one's own lights or tone down the supplied one. That's been the case with everything else; I don't see why TD would be any different. But I haven't pulled the trigger yet.

And $$-wise, I just aggravated myself. Made a $25+ Marketplace purchase here and forgot to input the 20% coupon code. Gah.

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andolaurina posted Sat, 29 August 2009 at 2:48 PM

Here's an extremely quick render I put together of TerraDome plus Dies Nefastus (which doesn't have Poser-optimized materials and I didn't bother to tweak them for this). 

This render uses IDL with smooth polygons turned off.  The lighting is a little off but I left it alone so you could see what it looks like "out of the box".  Dies Nefastus looks a little "blown out" from a lighting perspective but otherwise it's pretty good.  Dies Nefastus ould use some materials tinkering and the render needs some postwork and vegetation, but this took about 2-3 minutes to build with TerraDome (if that) and maybe 3-5 minutes of render time with IDL.  I have my render settings up pretty high. Cast shadows, displacement and raytracing were on.

BTW, I had to scale Terradome to 99% in order to get the ground to appear properly in the preview.

 

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andolaurina posted Sat, 29 August 2009 at 2:49 PM

Here's an extremely quick render I put together of TerraDome plus Dies Nefastus (which doesn't have Poser-optimized materials and I didn't bother to tweak them for this). 

This render uses IDL with smooth polygons turned off.  The lighting is a little off but I left it alone so you could see what it looks like "out of the box".  Dies Nefastus looks a little "blown out" from a lighting perspective but otherwise it's pretty good.  Dies Nefastus could use some materials tinkering and the render needs some postwork and vegetation, but this took about 2-3 minutes to build with TerraDome (if that) and maybe 3-5 minutes of render time with IDL (render dimensions were around 1200x1000 for my render which I reduced to post here).  I have my render settings up pretty high. Cast shadows, displacement and raytracing were on.

BTW, I had to scale Terradome to 99% in order to get the ground to appear properly in the preview.

Oh, and don't be put off that there's a manual with Terradome (as if it's hard to use).  It's simple to use out of the box.  Load the base figure from Figures, inject the morphs you want from Pose and open the Materials to choose your material for each zone and the sky dome.  Very simple.  The manual helps with these basics plus other more detailed tips, including render tips.

 

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andolaurina posted Sat, 29 August 2009 at 2:59 PM

Quote - Here's an early one from me. Poser 8 but no IDL yet. My first pick of IDL settings gave me splotchy shadows. From BB's beta posts, it looks like SP1 will be much better on that front. Meanwhile, so far, so good.

Whichway

This looks great. Which lighting did you use? Is this the sunset skydome?

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Dead_Reckoning posted Sat, 29 August 2009 at 3:10 PM

Quote -
 the 20% coupon code.

What 20% Off Coupon??

The last I saw was a 10%

Tks

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Thomas Jefferson


Whichway posted Sat, 29 August 2009 at 3:53 PM

anodolaurina - Yep, it's the stormy sunset HI.

Whichway


Believable3D posted Sat, 29 August 2009 at 3:59 PM

andolaurina: That's pretty nice for a quickie render. I think I'll find this useful. Hopefully, it'll work better than IC for me. I bought TerraDome a couple hours ago... won't have time to play today tho.

mariner: I got a new email from Rendo last night called "Get wild with these savings from Renderosity." The 20% code is in there. Valid until Aug 31, $25 min purchase.

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Dead_Reckoning posted Sat, 29 August 2009 at 4:16 PM

Quote - mariner: I got a new email from Rendo last night called "Get wild with these savings from Renderosity." The 20% code is in there. Valid until Aug 31, $25 min purchase.

TKS, I will check my mail again.

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Porthos posted Sat, 29 August 2009 at 5:01 PM

I'm liking TerraDome.

A quick render in Poser 8 using IDL!

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aeilkema posted Sat, 29 August 2009 at 6:34 PM

I've purchased it right after it came out. It's very easy to use and it has a lot of potential. I've got various landscape systems for Poser, like MicroCosm and Terraformers, but this beats them all. I can see a lot of addition coming to make it even more worthwhile.

It render very quick for me, no problems in that area at all, even the atmosphere is rendering pretty fast.

While the landscape items are easy to use, the atmosphere is harder to use. It has a lot of options and settings, it will take a while to figure that out. The other thing is render settings. Took me a while to figure out what looked best.

Don't expect to create the same stunning images as in the promo in minutes. As you can see in this thread, most of them aren't even close to those. I'm not saying you cannot create such images with TerraDome, on the contrary, you can, but it will take time to do so. It's not like the Millenium Enviroment or Infinite Cove, where you have a 'landscape' in a minute, it's like a very improved version of MicroCosm, to use it you need to build your own world.

I've attached my first try with TerraDome, the setup of the scene took a few minutes, figuring out the best rendering settings took longer. Rendered with Poser 8, tone mapping on. I didn't use IDL at all, used the lights provided with TerraDome. I see others have done IDL rendered images and since IDL has failed to impress me, I didn't didn't do any renders with it. I love the improved rendering speed of Poser 8 and I'm not prepared to hand it in for a little realism gain. I did the same scene with IDL, but I didn't find the results worth the lot of extra rendering time.

Back to TerraDome. Great system.

Pros:

Cons

I guess that sums it up. I'm sure I will enjoy TerraDome a lot and it's a great challenge to try to duplicate the promo images, if that can be done. Inspite of the cons, it's a great and easy way to do landscapes in Poser, that I as a landscape freak cannot do without. It's pretty stunning to see this in Poser and beats all of the other landscaping systems for Poser easily. I'm looking forward to see additions for this released to make up for the current lack.

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andolaurina posted Sat, 29 August 2009 at 9:56 PM

Here's another one...a bit larger.

LINK TO VIEW (too large to post here)
http://www.andolaurina.com/rendersamples/terradome3.jpg

Again, I didn't spend much time on this at all.  Dies Nefastus from another angle and added the Sun Tower textures from DAZ and the base.  Rotated the Skydome to get a little different view.  Same texture on zones 1, 2 and 3.  Same skydome sky.

This time I added "Advanced Atmosphere".

Rendered with IDL, same render settings as the last one.

This time it took almost 2 hours to render - yikes!  IDL took forever to calculate.  Me thinks that was the Advanced Atmosphere addition (although well worth it) or possibly the higher res Sun Tower materials.

I made no adjustments to lighting or the Sun Tower textures (which need work).  And, if I had to do it over, I'd mess with the camera more (focal length, etc.) 

No postwork.  Feel free to give feedback, especially if you can figure out the weird aliasing issues on the Dies Nefastus columns.

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Believable3D posted Sat, 29 August 2009 at 9:59 PM

Wow, I love that sky.

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andolaurina posted Sat, 29 August 2009 at 10:42 PM

Believable3D, thanks. Appreciate that. :-)  I don't have IC, but it does seem like this is far more robust.  Yet, it's easy to use.  Honestly, it's one of those things that you can look at and say, darn, why didn't I think of that!  Point being, it shouldn't be too hard for people to make freebie extensions (morphs, textures, skydome photos) for this (or for profit), which would be really nice. :-)  Also, some prop extensions would be nice, too.

It is lacking in water textures.  In an expansion pack, it would be nice to see some varying water materials for the zones (I have some already but I'd like to have better ones.)  And, there do need to be additional prop planes/overlays with some morph geometry for lakes, terraces, plateaus, individual mountains (with separate material zones for peaks) and other random topography.  I'd love to see some nice waves added between zones 1 & 2 that worked similarly to the Atmosphere, which could connect sand to sea.

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andolaurina posted Sun, 30 August 2009 at 12:19 AM

Oh, and it would be amazing to see good-looking clouds as a ground texture/morph or overlay.  This would be fantastic for airplane/zeppelin/hot air balloon/heaven/angel renders.  Sure, you can get that through postwork but I could see some cool potential in a rendered version.

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LadyElf posted Sun, 30 August 2009 at 4:36 AM

andolaurina,  the amount of render time is going to be much slower with IDL, that's a poser thing, not a product thing.  In all actuality, this was not built with IDL in mind, in fact I think that they recommended to not use IDL but to use the lights that come with it as a start and go from there. 

It reminds me a lot of Bryce, you would load a sky and the correct lighting would come with it, I LOVE that, about this.  

I would suggest any wishes you have for expansions that you take them over to RDNA and start a thread :)

That way at least the creators will see them :) 

I do know that there will be plenty of expansions coming, I'd get my wishes in soon :) They have pretty big plans for this, the actual getting the base product out was just the beginning :)

The render looks really good :) 


lkendall posted Sun, 30 August 2009 at 7:41 AM

I found some seamless tiles, some spherical textures like IBL, and some panoramic (none equirectangular) skys at Flicker.com. Also, my runtimes has some seamless tiles of ground and grass.

I have a lot of seamless textures on my hard drives that I can look through. Some might work for this. I believe Poser World has offered some in the past. With a target product like TerraDome for Poser, they might just offer some more high resolution texture maps of rock, ground, sand, snow, etc..

LMK

Probably edited for spelling, grammer, punctuation, or typos.


chriscox posted Sun, 30 August 2009 at 9:54 AM

Attached Link: CG Textures

For  tons of textures, including 360 skies, you may want to look at CGTextures

Chris Cox



andolaurina posted Sun, 30 August 2009 at 10:29 AM

Quote - andolaurina,  the amount of render time is going to be much slower with IDL, that's a poser thing, not a product thing.  In all actuality, this was not built with IDL in mind, in fact I think that they recommended to not use IDL but to use the lights that come with it as a start and go from there. 
The render looks really good :)

Yeah, I was just surprised that between my first render and second there was an hour and a half difference (or more).  The only real changes were switching to the Sun Tower textures and adding the Advanced Atmosphere.  I used IDL in both.  So, I'm not sure if my PC randomly choked on the render or if the Advanced Atmosphere slowed it down. 

I tried with and without IDL and IDL looks far superior, I think.  (but I only posted with IDL here)

Yep, I should mosey over to RDNA and post some ideas.  Just feeling weekend lazy. 😄

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andolaurina posted Sun, 30 August 2009 at 10:32 AM

Quote - For  tons of textures, including 360 skies, you may want to look at CGTextures

Sweet! Thanks! I had forgotten that they had 360 skies.

Of course, to get the same results as Terradome, you'd have to create an IBL for each sky and a light setting and parent one of them to the skydome...

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bagginsbill posted Sun, 30 August 2009 at 1:37 PM

What's this about parenting an IBL? IBL lighting can't be rotated in Poser. I don't know why, the math is straightforward. You can rotate the light, but the lighting is unaffected.


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andolaurina posted Sun, 30 August 2009 at 2:20 PM

Dunno, BB.  Maybe I'm misunderstanding this or wording it poorly.  This is what the Terradome user manual says:

"Another great feature of the TERRADOME lighting system is that the sunlight is parented to
the skydome. What this means is that as you rotate the skydome throughout 360 degrees the
sunlight rotates with it projecting from the correct place in the scene and casting
corresponding shadows."

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ice-boy posted Sun, 30 August 2009 at 2:53 PM

what is terradome? 


andolaurina posted Sun, 30 August 2009 at 3:18 PM

It's an environment-builder add-on for Poser that's been created by two 3D artists, Traveler and Colm.  It's being sold over at Runtime DNA.  I assume that it's OK if I link to it since it's not my product.

They describe it as "A Revolutionary Atmospheric Landscape Generator and Daylight Rendering System for Poser 7, PPro and 8"

http://www.runtimedna.com/Runtime-DNA-s-TerraDome.html

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aeilkema posted Sun, 30 August 2009 at 3:22 PM

Quote - Dunno, BB.  Maybe I'm misunderstanding this or wording it poorly.  This is what the Terradome user manual says:

"Another great feature of the TERRADOME lighting system is that the sunlight is parented to
the skydome. What this means is that as you rotate the skydome throughout 360 degrees the
sunlight rotates with it projecting from the correct place in the scene and casting
corresponding shadows."

And it works great, I've done it and indeed the shadows fall very differently as if the sun is moving. Great feature for animations.

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LadyElf posted Sun, 30 August 2009 at 3:27 PM

andolaurina, I think your looking at it and reading "IBL" and it just says  that the sunlight is parented to the skydome :) When I read it I see that while it has an IBL image probe light, the sunlight is a different light in the set up :)


TrekkieGrrrl posted Sun, 30 August 2009 at 3:47 PM

Quote - andolaurina, I think your looking at it and reading "IBL" and it just says  that the sunlight is parented to the skydome :) When I read it I see that while it has an IBL image probe light, the sunlight is a different light in the set up :)

I'm still in the early "play" stages of this (but I'm loving it already!) 

but..

IF the sunlight is rotated and the IBL stays put, as IBL's should.. Wouldn't you potentially get totally wrong lights then? If the IBJ says "light from left" and you rotate your sun to the right?

I haven't tried rotating mine yet, I just rotated the zones inside and the house I've put in it...

But it looks promising. I just hate their Morph injection thing. Why not have all the morphs LOADED on the zones. It's not slowing things down THAT much (And I always load the lot because I don't know which ones I am going to need...)

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bagginsbill posted Sun, 30 August 2009 at 3:48 PM

Quote - Dunno, BB.  Maybe I'm misunderstanding this or wording it poorly.  This is what the Terradome user manual says:

"Another great feature of the TERRADOME lighting system is that the sunlight is parented to
the skydome. What this means is that as you rotate the skydome throughout 360 degrees the
sunlight rotates with it projecting from the correct place in the scene and casting
corresponding shadows."

That's fine, because it's talking about sunlight, which is modelled with an infinite light, whereas you were talking about IBL which is not implementing the sunlight. IBL is implementing the secondary lighting from sky and ground.


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TrekkieGrrrl posted Sun, 30 August 2009 at 3:50 PM

 Oh and Andolaurina... Nice pic. I'm not sure where the artifacts are though but I'm wondering.. did you turn off smoothing for the tower? That often helps with weird artifacts.

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bagginsbill posted Sun, 30 August 2009 at 3:50 PM

Quote - > Quote - andolaurina, I think your looking at it and reading "IBL" and it just says  that the sunlight is parented to the skydome :) When I read it I see that while it has an IBL image probe light, the sunlight is a different light in the set up :)

I'm still in the early "play" stages of this (but I'm loving it already!) 

but..

IF the sunlight is rotated and the IBL stays put, as IBL's should.. Wouldn't you potentially get totally wrong lights then? If the IBJ says "light from left" and you rotate your sun to the right?

No you woudln't get wrong lights. The sunlight tracks the position of the virtual sun, which you can move around if you want. The sky light and ground lighting doesn't really change much from a GI perspective even as the sun moves across the sky.


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bagginsbill posted Sun, 30 August 2009 at 3:54 PM

I have checked Terradome out, very briefly. (I get it for free being a RDNA team member.)

I highly recommend this product. I'm sure there will be many add-ons for it in the future. I have not spoken with Colm or Traveler about it - I'm just telling you what I see. I think it's very clever, very well done. The advanced atmosphere has got some very nice effects. I think I see a little teeny problem with the fact that the AA is just a limited number of concentric spheres, but I haven't studied it enough to be able to say that with any certainty, so don't believe me on that yet. I like this product a lot.

I notice it's missing water - I will provide a free set of water shaders for it soon, after I get my daughter off to college.

I don't know if you've noticed, but I don't recommend products very much. Like once a year maybe.


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TrekkieGrrrl posted Sun, 30 August 2009 at 4:40 PM

Quote -
No you woudln't get wrong lights. The sunlight tracks the position of the virtual sun, which you can move around if you want. The sky light and ground lighting doesn't really change much from a GI perspective even as the sun moves across the sky.

OK cool! Thanks for explaining that!

Quote - I have checked Terradome out, very briefly. (I get it for free being a RDNA team member.)

I highly recommend this product. I'm sure there will be many add-ons for it in the future. I have not spoken with Colm or Traveler about it - I'm just telling you what I see. I think it's very clever, very well done. The advanced atmosphere has got some very nice effects. I think I see a little teeny problem with the fact that the AA is just a limited number of concentric spheres, but I haven't studied it enough to be able to say that with any certainty, so don't believe me on that yet. I like this product a lot.

I notice it's missing water - I will provide a free set of water shaders for it soon, after I get my daughter off to college.

I don't know if you've noticed, but I don't recommend products very much. Like once a year maybe.

I noticed ^_ ^ An endorsement from you is about all any product can dream of :)

Also.. when's your daughter off to college? Huh? Is it there yet? Huh? 

GG

Water shaders will be a nice addition. As well as some more morphs and plants. But it's very nice "as is"

Here's my first render of it. With IDL and everything - and NO postwork other than my name.
(only thing is.. it's the "overcast" sky and light.. so the shadows are really too sharp.. but it still looks nice I think...)

BTW I had to turn tone mapping OFF - not sure if there's GC on the textures used.. it was totally washed out with Tone Mapping on.

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LadyElf posted Sun, 30 August 2009 at 4:53 PM

I'm quite sure Trekkiegrrrl all that you are asking for will more then likely pop up from Colm and Traveler for this product.  I myself am so totally stoked about this that I'm almost giddy LOL!!!

But then I'm an old Brycer so there ya go :)

LOL!!!


andolaurina posted Sun, 30 August 2009 at 5:23 PM

Quote - > Quote - Dunno, BB.  Maybe I'm misunderstanding this or wording it poorly.  This is what the Terradome user manual says:

"Another great feature of the TERRADOME lighting system is that the sunlight is parented to
the skydome. What this means is that as you rotate the skydome throughout 360 degrees the
sunlight rotates with it projecting from the correct place in the scene and casting
corresponding shadows."

That's fine, because it's talking about sunlight, which is modelled with an infinite light, whereas you were talking about IBL which is not implementing the sunlight. IBL is implementing the secondary lighting from sky and ground.

Oh...I see the confusion now.  As I suspected, I poorly worded it.  Sorry! 

I wasn't talking about rotating the IBL...just a light in a light set (vague and poorly worded).  When I said, "parent one of them" I meant to parent a light to the skydome to act as a sun.  Honestly, I hadn't analyzed it closely enough to see if a spotlight or infinite light was being used. 

When I said IBL in that series of commas, I meant that you'd have to create an IBL to go with the 360 skydome image.  Those were muddled, consecutive thoughts.  In other words:

* Create a 360 skydome texture + material pose

My point was that you can't just stick a 360 texture from CGtextures in there and expect the work to be done.

But, I'm definitely no lighting expert like BB (I'm being very serious), so I still may be screwing up the explanation but that's what it looked like when I dug into the files.

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andolaurina posted Sun, 30 August 2009 at 5:24 PM

Quote -  Oh and Andolaurina... Nice pic. I'm not sure where the artifacts are though but I'm wondering.. did you turn off smoothing for the tower? That often helps with weird artifacts.

Nope! Forgot to do that.  That's it.  😄

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andolaurina posted Sun, 30 August 2009 at 5:38 PM

Quote - I just hate their Morph injection thing. Why not have all the morphs LOADED on the zones. It's not slowing things down THAT much (And I always load the lot because I don't know which ones I am going to need...)

Agreed - that is tedious.

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TrekkieGrrrl posted Sun, 30 August 2009 at 5:50 PM

 I didn't know you could parent infinite lights?

Must admit I've never tried. I just thought only spotlights and points could be parented?

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aeilkema posted Sun, 30 August 2009 at 6:06 PM

I'm slowly getting the hang of TerraDome.....

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


TrekkieGrrrl posted Sun, 30 August 2009 at 7:31 PM

 Aeilkema.. are you rendering with Tone Mapping on? Try switching it off. My first attempt was a lot like yours: Nice enough but at the same time strangely flat and kinda washed out. Almost like a Bryce render.
Once I disabled tone mapping it looked a lot better. The colours were more vivid and there was a better depth in it :)

I really like your pic btw. And it's funny because I ALMOST made one very similar in idea to this :)

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andolaurina posted Sun, 30 August 2009 at 7:37 PM

What's the best use for tone mapping anyway?  

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lkendall posted Mon, 31 August 2009 at 12:24 AM

I lloked around at the free stuff here, and there are lots of seamless tiles, and some IBL lights. For those who don't mind a little do-it-yourself tweaking. There is plenty of material for variety.

LMK

Probably edited for spelling, grammer, punctuation, or typos.


aeilkema posted Mon, 31 August 2009 at 3:27 AM

> Quote -  Aeilkema.. are you rendering with Tone Mapping on? Try switching it off. My first attempt was a lot like yours: Nice enough but at the same time strangely flat and kinda washed out. Almost like a Bryce render. > Once I disabled tone mapping it looked a lot better. The colours were more vivid and there was a better depth in it :) > > I really like your pic btw. And it's funny because I ALMOST made one very similar in idea to this :)

Yes, tone mapping is on. I've atttached the none tone mapped image, but I do find that a bit too dark. I've never liked the too dark Poser images that FireFly produces. With Poser Pro I always use Gamma Correction to get them brighter overall, with P8 I've got Tone Mapping on. It's normally on 2, but for TerraDome I'll still have to lower that a bit to get the best results. Still playing with that.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk


TrekkieGrrrl posted Mon, 31 August 2009 at 6:10 AM

Ah. Personally I prefer the second image. Less flat IMO. But yes, also darker. Not what I would call "too dark" though.

I guess it also has a lot to do with monitors and such. My monitor is slowly losing brightness (as they do when they get older sigh  so I'm used to lightening things up in Photoshop. When they look a little too bright here, they're usually good on other computers :)

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andolaurina posted Mon, 31 August 2009 at 9:31 AM

I agree. I like the second one much better.  The contrast is higher.

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raven posted Mon, 31 August 2009 at 12:30 PM

Trekkie, to parent an infinite light you just change it to a spot/point light, parent it and then change it back to an infinite.



imax24 posted Mon, 31 August 2009 at 3:54 PM

I just bought Terra Dome. For some reason I didn't get a coupon from RDNA, but it was already 30% off, or about $21. In response to the person who thought there should be more "for the price," I was surprised because I thought he or she had paid $100 or something!!

I agree that the tutorials are too skimpy and basic. But they do get you started.

One problem I noticed is that the ground displaces far up into a figure's feet, even when using the DD (Displacement Damper) materials as instructed. I had to make several trials and errors before I could get Vicky to stand on the ground in the render. In order to do so, she had to float several inches above ground in the preview. This process seems to be necessary for each scene, though I suppose you could jot down exactly how high a figure must float above a particular terrain in order to be above-ground in the render.

I really like the sky textures. The grass and ground textures, as always are a bit too low-res in the interests of keeping the texture maps reasonable. Looks fine as long as you're not focused in too closely on the ground.


dasquid posted Wed, 02 September 2009 at 2:34 AM

Quote - I just bought Terra Dome. For some reason I didn't get a coupon from RDNA, but it was already 30% off, or about $21. In response to the person who thought there should be more "for the price," I was surprised because I thought he or she had paid $100 or something!!

I agree that the tutorials are too skimpy and basic. But they do get you started.

One problem I noticed is that the ground displaces far up into a figure's feet, even when using the DD (Displacement Damper) materials as instructed. I had to make several trials and errors before I could get Vicky to stand on the ground in the render. In order to do so, she had to float several inches above ground in the preview. This process seems to be necessary for each scene, though I suppose you could jot down exactly how high a figure must float above a particular terrain in order to be above-ground in the render.

I really like the sky textures. The grass and ground textures, as always are a bit too low-res in the interests of keeping the texture maps reasonable. Looks fine as long as you're not focused in too closely on the ground.

Yeah Im getting that problem too All my renders so far have her feet in the ground still though each one gets better but it is a bit of a pain sine I would like to use the rough ground and I have to use it flat to easily get V4's feet closer to aboe ground without getting a suprise hill where none was before.



lkendall posted Wed, 02 September 2009 at 7:34 AM

Why not put a placeholder prop or figure in the scene while you are building it so that you know how hig on the Y Translate axis you need to position you character?

LMK

Probably edited for spelling, grammer, punctuation, or typos.


chriscox posted Wed, 02 September 2009 at 10:33 AM

For the displacement problem you can try adding a subtraction math node to the displacement. This will make the displacement go down instead of up.   As long as the displacement map was made with pure white as the maximum displacement it should work with no problem.  If however the maximum displacement is represented by a shade gray you  need to change the subtraction value to account for this.  For example if the maximum displacement, or lightest shade, is only 50% gray the you would only subtract 0.5

In the picture I'm attaching the plane on the right is using a typical displacement setting while the one on the left uses a subtraction math node.

Chris Cox



ThunderStone posted Wed, 02 September 2009 at 10:34 AM

lkendall said and I quote:

Quote - Why not put a placeholder prop or figure in the scene while you are building it so that you know how hig on the Y Translate axis you need to position you character?

LMK

What an excellent suggestion for any project.


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dasquid posted Wed, 02 September 2009 at 11:14 AM

Quote - Why not put a placeholder prop or figure in the scene while you are building it so that you know how hig on the Y Translate axis you need to position you character?

LMK

Hmmm that still would require several test renders to figure out just how high and where the character's feet would have to be placed to keep them above the ground.

Or we could just use the DD set of materials that was supplied with the set. THAT actually solved my problem.



imax24 posted Wed, 02 September 2009 at 12:15 PM

Quote - > Quote - Or we could just use the DD set of materials that was supplied with the set. THAT actually solved my problem.

As I said in my post, the problem exists WITH the supplied DD materials. I haven't even tried to see how high the ground would rise into Vicky using the non-DD materials. Up to her hips?

The issue can be alleviated by flattening out the rough terrain, as someone above did. But that still requires several test renders to get Vicky's feet planted on the ground... and defeats the purpose of having rough terrain to begin with.

Why wouldn't the roughness of the terrain be totally generated by morphing the plane (the effects of which could be seen in preview) instead of being created through displacement (which can't be seen until render)? I would have thought displacement would be used to give a 3D effect to grass and rocks, etc, not to lift the ground entirely.


imax24 posted Wed, 02 September 2009 at 12:21 PM

Quote - For the displacement problem you can try adding a subtraction math node to the displacement. This will make the displacement go down instead of up. 

ChrisCox -- The would probably work, but I don't want to turn the whole Zone 1 ground plane into a bowl with ruts instead of bumps, just to get the figure walking ON the earth instead of THROUGH it.


chriscox posted Wed, 02 September 2009 at 12:31 PM

Quote - > Quote - For the displacement problem you can try adding a subtraction math node to the displacement. This will make the displacement go down instead of up. 

ChrisCox -- The would probably work, but I don't want to turn the whole Zone 1 ground plane into a bowl with ruts instead of bumps, just to get the figure walking ON the earth instead of THROUGH it.

I'm not following you. 
They'll still be bumps, but the top of them will  be at "ground level" instead of above it.

Chris Cox



TrekkieGrrrl posted Wed, 02 September 2009 at 3:41 PM

Quote -
One problem I noticed is that the ground displaces far up into a figure's feet, even when using the DD (Displacement Damper) materials as instructed. I had to make several trials and errors before I could get Vicky to stand on the ground in the render. In order to do so, she had to float several inches above ground in the preview. This process seems to be necessary for each scene, though I suppose you could jot down exactly how high a figure must float above a particular terrain in order to be above-ground in the render.

I can't find that problem. I tried and.. the displacement isn't going through the feet of my characters.

Are you CERTAIN you're using the DD materials? It's a bit of work to texture this properly I find (they should have made some materials that applied to all three zones at once, with Zone 1 with DD and the other two without it) - same with the morhps. I REALLY hate injecting the morphs every time. But then.. it's easy to save a pre-injected version ...

Here's a pic I just did of Bong on a beach. Now, the sand texture isn't the most displaced one of them, but.. I put him smack on the surface and rendered - with displacements on of curse. And it isnt going through his feet at all.

OTOH I dont know what those brown squares are supposed to be.. not sure if it's an error or they're supposed to be there - this is the first time I've used the Sand texture...

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aeilkema posted Wed, 02 September 2009 at 3:50 PM

Displacement isn't going through the characters feet either when I do use the DD materials.

Quote - OTOH I dont know what those brown squares are supposed to be.. not sure if it's an error or they're supposed to be there - this is the first time I've used the Sand texture...

I'm getting the same when I do use IDL in P8, but they're black. I'm assuming you rendered with Indirect Light on? When I switch off IDL the squares are gone. I'm wondering if they are shadows cast from the Skydome, which do not turn up in regular renders, but are visible with the indirect light renders. I've noticed it doesn't appear with every skydome/light set used, only certain ones, but I don't recall which ones.

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imax24 posted Wed, 02 September 2009 at 4:33 PM

Trekkie, I followed their, uh, "tutorial" and got the displacing problem I described. I really did use the textures from the DD material folders. Maybe there was something sort of implied in the instructions I failed to do... I'll keep playing.

Another possibility is that it wasn't tested for Mac, which is what I use. Some Poser developers on PCs forget that part, and forget to say that they forgot!


TrekkieGrrrl posted Wed, 02 September 2009 at 5:06 PM

 Ah .. it MIGHT be a Mac problem although.. it shouldn't be.

I read the general PDF to get an idea how to do what but I didn't follow a tutorial per se (I'm so BAD at readmes and tutorials... I'm a hands on - poke this - person L

And Aeilkema.. it might be a shadowing problem. I did indeed render this with indirect lighting - and since this is the first time I've used that blue shky and the sand texture it could be either one that is the culprit. The other three pics I've made so far with the Terra Dome has used other grounds and other skies and I haven't had this problem before.

It's interesting that your squares are black though.

Could you perhaps try to render something with the BlueUV High sky and the sand texture and see if it's the two in conjunction that gives these squares.. if it's a specific combination we can either avoid it, or suggest it to RDNA as a "bug" and PERHAPS it's someting that can be fixed :)

I havne't looked into how the nodes are connected so I don't know if it IS indeed a shadow problem or something else. But  so far I'm REALLY liking the Terra Dome. It has enabled me to do Bryce-like renders in Poser :D
(and I was a Brycer before I ever heard of Poser, so....)

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lkendall posted Wed, 02 September 2009 at 11:15 PM

While the product is impressive, I see an annoying tiling artifact. It looks like a grid of lines. It is really obious on distant mountains. I notice I can see it on some of the uploaded pictures in this thread. How disappointing.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


TrekkieGrrrl posted Thu, 03 September 2009 at 2:46 PM

Quote - While the product is impressive, I see an annoying tiling artifact. It looks like a grid of lines. It is really obious on distant mountains. I notice I can see it on some of the uploaded pictures in this thread. How disappointing.

lmk

I just looked at all the pics in this thread and I can't see the lines you're talking about... I can see it a little on the ground on one if the first pictures, but I can't see it on any of the mountains. 

Now.. the textures are indeed tiled, so I'm not saying it isn't so.. just that I can't spot it. Could you please point out where you see it on one of the background mountains. I just got a new monitor yesterday and perhaps I need to adjust it.

(and no I'm not being sarcastic or anything. I'm genuinely curisous because I can't see the grid in question)

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
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aeilkema posted Fri, 04 September 2009 at 11:39 AM

Here's another images made with Terradome. The textures are from www.cgtextures.com/ Tiles version, size 1600x1064, works great.

Artwork and 3DToons items, create the perfect place for you toon and other figures!

http://www.renderosity.com/mod/bcs/index.php?vendor=23722

Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(

Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk