Well, if you would all pardon my french… Bienvenue laurent! Ça fait plaisir de voir un autre québécois sur CGTalk. This is excellent work. Would it be possible to see some animations?
Mini challenge: Create a landscape in EI
Hi,
Here’s my contribution.
http://www.geocities.com/aziz_cg/terrainchallenge/bythewater.jpg
Terrain was based on 512x512 Mordor terrain map provided by Ian (thanks Ian!). Terrain generated using Image2mesh, then triangulated using Dicer, exported and reimported (to solve hatching artifacts that appeared when using GI during my first test render).
Landscape textured using - aStorm, Dirtlayer, Vlife, FractalFoam, Gradient (all in diffuse channel).
Water textured using - aStorm (Diffuse), CrumpleR (Bump).
Sky textured using two layers of Sky (Konkeptoine shader) (Luminance).
One broad spot set to 0.1 intensity. Narrow spot set to 0.5 for light rays. GI sky light 0.2. Light rays generated using an Ubershape plane, deformed using runwave and textured using AG Mondo Cloud for clipping.
Light fog to distance.
A depth map was rendered using fog. Depth blurring done in Photoshop using depth map. Minor levels adjustment.
What a way to spend the weekend. But it was fun and I learnt a few new things.
Aziz.
Excellent Aziz!
The light rays are a great touch. Your water is perhaps the nicest I’ve seen that uses the crumple shader. I wonder how it would look from the water level… 
The only crit I have is that the mountains seem a little (and I mean a little) smooth… Take a look at the Noise Factory, it’s the best damn shader that comes with EI and it can be useful for getting rid of that smooth hill look…
For some reason I think that Mordor map is the first one everyone goes for, It’s the one I choose too 
Although, I have now switched to a mountain one. I’m using runwave for the water although my water plane is close to a million polys at the moment in order to get the wavelet scale right… I’ll try to post soon.
I’m also using I2M, I’ve found (I’ll prepare myself to feel the wrath of the Igors here) that the Erosion plug-in is great on it’s own but when I add a weight map I simply cant get predictable results… I also get a lot of file write errors when using a map that has already been put into the Erosion_Maps folder…
I’ll post some screenshots tomorrow.
Thanks Aziz!
Ian
hi,
finaly i kicked myself to actually start this today. seems like i missed a criteria, my mountains are hills, at best 

now my setup:
first i looked at your highmaps, ian, but there was no nice bay, so i painted my own
.
erosion was my first try, but like ian mentioned, it is pretty unpredictable. either i use it wrong or erosion is not doing what i want.
i2m to rescue! great tool! fractal noise and noise factory for breaking it up a little. my sand texture from project phoenix and a custom painted footstep for the foreground.
color is only a gradient in Y direction from dark blue for the water over azure, sand, brown, green and grey. yah, that simple.
the water is a überplane (about 600 divisions - in camera
), deformed with runwave (2x) and the good old crumple shader. it is about 30% transparent to give it a little depth (see gradient on landscape). the foam is some simple luma-maps set to screen mode to better blend together. some power particle basic emitters for the fun of it placed around some über-rocks. two über-rocks for the distant clouds.
i think thats all in eias.
a little photoshop aftertouch - level adjustment, desaturation, highlight blurring and darkening of the edges. and ready.
edit: if this was a real project, there would be much more work needed, around the waterfront for example, but for a few hours work i am pretty happy with this.
second edit: no GI on this, because i wanted fast test renders without adjusting the lighting or diffuse values at the end. maybe i’ll do one tomorrow and edit it in here.
have fun, i had it!
uwe
Good lad Uwe!
Thanks for taking the time, I really like your foam and spray!
In your GI version (that you ARE going to do
I would up the AA sampling to 2x2 to get rid of the jaggies on the crumple shader (I’m sure you would do that anyway though! 
Great stuff, just a little further to go!
Ian
Hi Laurent,
Nice of you to share and good work!
I’ve found when rotoscoping that you need one of two things to guarantee a match, either:
- The exact camera location in 3D (provided by accurate context information).
or - The correct focal length.
Of course, both of them would be best.
When you panorama images you lose the focal length, so the camera position becomes really important… But doing it by GPS!? That’s great! I wish we could do that!! 
Ian
Aziz, Uwe, you made great images. Really love the colors in your image Uwe.
Congrats both fo you. This challenge is interresting I hope to find some time to participate.
Uwe, Aziz, Laurent & Hans,
thumbs up to you all…
I hope i can participate in this challange too! but not now… back to work…

to complete for Richard
Ok, I send 3 days ago an illustration of a project I just finished. Here’s some clips from the movies I made…
http://www.caperaa.com/01-BridgeAerial.mov
http://www.caperaa.com/02-TotheBridge.mov
http://www.caperaa.com/03-AftertheBridge.mov
The quality is weird (color?) and is due to the H.264 compression in Quicktime I suppose. Maybe some people will find that the lanscape is poor resolution, but that was the best we can find for that region (5 meters precision). The grayscalemap is 2000 x 2000 pixels… after Image2mesh, the weight of the mesh was 142 Mo… After a lot of manipultions I reduced it in 3 parts (differents resolution) for a total of 40 Mo. The Texture Map is about 373 Mo for the high density mesh and 35 Mo for the low density Mesh.
The purpose of one animation is to simulate a car on the road. The road have a lenght of 9,75 Kilometer. The total sufarce of the mesh is 10km x 10 km. I said to the client that we will have a problem of quality, but he doesn’t want a final movie quality, but just a simulation. The duration of the road movie is 3 min 20 sec (speed of the simulation is about 200 km/h). A lot of frames… The road movie is very boring but that’s what he wants… ???
It takes 18 hours to compute the movie on 19 slaves camera (mix of G5, G4, iMac and one MacMini)… I used some client’s cumputers over the internet with renderama and everything works great. If I remember, there’s a total of 4 millions of polygons… The total space on my Hard Drive for that project is 57 Gig after a good clean 
I really like EIAS
Laurent Capéraà ing.
Images et Technologies
Québec, Qc, Canada
Just because Ian asked so nicely
one from the water level (with a drop of NoiseFactory on the terrain. Too little?).
http://www.geocities.com/aziz_cg/terrainchallenge/bythewater2.jpg
Does anyone have a good recipe for a waterfall - from a distance and close-up? Sometime ago I attempted one using power particles basic, but I could never get enough particles to make it look convincing. I tried combining a textured plane with power particles but it looked odd. Should I get Wondertouch’s ParticleIllusion instead?
hey aziz! very nice!
for a distant waterfall power particles basic works quite well (i think). quick test:

this will not work for close-ups.
for stills the setup is quite easy, animations would need a layered setup.
ok, what i did was this:

easy as cake, but very limited. if you are after more complxity you can always add more emiters.
again, eias buildin particle system is not up-to-date!
Brilliant Uwe! Thanks for the tip and images of your settings. They’ll live in my harddisk now 
Hi Laurent, that’s an amazingly huge project. Looks great too. Could you post some wireframes? Thanks.
Mornin all,
So… I have been sent something to share from a user who will remain anonymous. Dun dun duhhh.


They are just tests by the way…
Ian
ohoo, now there are mysterious men n the dark? 
i like the second better, the first somehow reminds me of bryce, don’t know why, hehe.
Yes, but I would be shot If I posted the response 
Er, now, back to the challenge at hand… Aziz! Nice render… now for the waterfall… Speaking of which, very cool tip Uwe! And I agree completely, the built in particle system is a little skeletal. Perhaps it’s time for Dante Lite?
Ian
Hello all!
Here is my graphical contribution, I’m happy with everything but the Lighthouse beacon. If I have more time to play I’ll add some spray.

GI
Skylight: 0.3 (deep blue)
Sun: 0.5 (yellow-orange)
Environment dome: 0.67 Luminance (Overcast sunset image).
1 bounce.
100 primary rays.
Render time: 23mins @ this size. Could be faster if I hit some check boxes (I think the water is shadow casting which isn’t good).
Photoshop work was Levels and Brightness/Contrast.
Right, I’m away from my Mac until Tuesday, so, feel free to talk amongst yourselves 
Ian
Here is a little test, extremely disregarding the current season! However, growing up and living in Norway is all about learning to love snow 
http://privat.bluezone.no/reidar.richardsen/RiverSnow.jpg
I am experimenting with the gradient shader, and using a light to color it, with the purpose of leaving snow where there is relatively flat, and make it rocky elsewhere, using reactive shaders on top of the gradient. I haven’t found any obvious way to hide this light from anything else. If you tick off both “Illumination” and “Highlight”, the light fails to drive the gradient shader. I wish it didn’t!
I used the Erosion plug-in with height-maps from Photoshop. Two instances, one close, and one far away. This gives enough polygon-density without running into the millions. Approx 800K polys in this scene.
Water is deformed with 3 runwaves, increasing in amplitude towards the middle. There is also a besier on top to bend the river along the landscape.
Lighting is GI Sky at 0.4 and one “Moon” at intensity 0.6. The combination GI+DriverLight for Gradient+SSS gave me unexpected results. The snow parts blew out. It looked like the DriverLight participated in this somehow. I haven’t had the time for any deeper investigation yet. Snow looks much better with SSS!
Regards,
Reidar