Brilliant Uwe! Thanks for the tip and images of your settings. They’ll live in my harddisk now 
Mini challenge: Create a landscape in EI
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
Hi Reidar,
SSS for snow. Good idea!
Just wondering about the water edges - where the river meets the snow. There seems to be a slightly darker area, as if the snow is wet. Was that achieved using a texture map or am I seeing things which aren’t there? Thanks.
I got something similar with a gradient map last night… Very cool water/ snow in that image Reidar.
Was Power Particles Basic used for the spray?
Lots of detail in it, and very sharp too. Kudos!
Ian
Looks like Conception3 shading to me, i’ll also take a wild guess a say the terrain was created with the upcoming adaptive tesselation terrain plugin (as shown on the EEUM dvd).
Looks quite nice done it 
Reuben
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