Mini challenge: Create a landscape in EI


#21

Brilliant Uwe! Thanks for the tip and images of your settings. They’ll live in my harddisk now :slight_smile:


#22

Hi Laurent, that’s an amazingly huge project. Looks great too. Could you post some wireframes? Thanks.


#23

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


#24

Hi Ian,
Could you ask our mystery artist how the second landscape was textured? Thanks.


#25

ohoo, now there are mysterious men n the dark? :wink:
i like the second better, the first somehow reminds me of bryce, don’t know why, hehe.


#26

Yes, but I would be shot If I posted the response :wink:

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


#27

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 :slight_smile:
Ian


#28

Here is a little test, extremely disregarding the current season! However, growing up and living in Norway is all about learning to love snow :slight_smile:

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


#29

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.


#30

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


#31

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 :slight_smile:

Reuben


#32

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